nVidia Research: Lighting Deep G-Buffers: Single-Pass, Layered Depth Images

A lot of it went over my head but from what I could understand this describes a clever idea on depth peeling to get at indirect illumination.

https://research.nvidia.com/publication/lighting-deep-g-buffers-single-pass-layered-depth-images-minimum-separation-applied

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Thanks , that looks really interesting.
It’s a bit too bad that they don’t give some performance bench mark though

Did you tried to implement it with jme3 (3.0.10 or 3.1.0) ?
I reserved 3 days next week to work on it. Every advices are welcome.

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An other link with video, source (for G3D)

http://graphics.cs.williams.edu/papers/DeepGBuffer14/