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Pros and Cons

  • Forward Rendering:

    • Renders each object individually, one by one, during each pass.
    • Lighting calculations performed in the same pass as geometry and material shading calculations.
  • Deferred Rendering:

    • Renders geometry and material properties into intermediate buffers (G-buffer) first.
    • Lighting calculations performed in a separate pass using information stored in the G-buffer.

Lighting Calculations:

  • Forward Rendering:

    • Lighting calculations performed per-pixel during rendering of each object.
    • Can be computationally expensive for scenes with many lights and complex shading effects.
  • Deferred Rendering:

    • Lighting calculations performed per-pixel after rendering all objects into the G-buffer.
    • Allows more efficient lighting calculations, independent of the number of objects in the scene.

Number of Lights:

  • Forward Rendering:

    • Limited by the number of lights that can be efficiently rendered in a single pass.
    • May result in performance bottlenecks and increased rendering times for scenes with many lights.
  • Deferred Rendering:

    • Efficiently handles scenes with many lights, as lighting calculations are decoupled from the number of objects.
    • Well-suited for scenes with complex lighting setups and dynamic lights.

Memory Usage:

  • Forward Rendering:

    • Requires storing per-pixel information in the framebuffer during each pass.
    • Can lead to higher memory usage, especially for scenes with many objects and lights.
  • Deferred Rendering:

    • Requires storing geometry and material properties in the G-buffer.
    • Memory requirements for the G-buffer can be significant for scenes with high-resolution textures or complex materials.

Transparency and Post-Processing Effects:

  • Forward Rendering:

    • Handles transparency and post-processing effects more naturally.
    • Lighting calculations are performed per-pixel during rendering of each object.
  • Deferred Rendering:

    • Can struggle with transparency and post-processing effects.
    • These effects typically require access to per-pixel information that may not be available in the G-buffer.