Real-Time Light

One buffer at a time, every shortcut the rendering equation lets you take at 60 frames per second.

DEFERRED PBR + IBL + MSM + SSAO + SSDO  ┇  60 FPSSource

The path tracer was about correctness through brute force: shoot enough rays, average enough samples, the right answer falls out eventually. The deferred renderer is its inverse: cheat the rendering equation in clever ways so the right answer falls out at sixty frames per second.

Every chapter is a different approximation of the same integral the path tracer evaluated honestly. The art of the real-time renderer is knowing which approximations the eye will accept, and where they break.

CHAPTER 01 / 05 · Deferred Shading

The G-Buffer

Deferred shading: geometry and material baked into a four-target G-buffer so one Cook–Torrance BRDF evaluation runs per visible pixel, additive per light no matter how many.

G-BufferCook-Torrance BRDFMulti-light PBR
2026 · FEB · 09Read the chapter
CHAPTER 02 / 05 · Shadow Mapping

From the Light's Point of View

Shadow mapping by rendering depth from the light's view, then four progressively softer ways to read it back: biased binary, PCF, variance, and moment shadow maps, blurred in compute.

Shadow MappingPCFVariance Shadow Maps
2026 · MAR · 01Read the chapter
CHAPTER 03 / 05 · PBS + IBL

Light, Pre-Filtered

Image-based lighting in real time: the HDR sky pre-filtered to nine spherical-harmonic coefficients for diffuse, importance-sampled with GGX and Hammersley for specular, then tone-mapped back to display range.

Spherical HarmonicsGGX Importance SamplingHammersley Sequence
2026 · MAR · 28Read the chapter
CHAPTER 04 / 05 · Screen-Space Ambient Occlusion

Where Corners Stay Dark

Alchemy screen-space ambient occlusion: spiral-sampling each pixel's G-buffer neighborhood for the obscurance IBL flattens out, then a depth- and normal-aware bilateral blur before it multiplies the ambient term.

Alchemy SSAOBilateral FilterSpiral Sampling
2026 · APR · 04Read the chapter
CHAPTER 05 / 05 · Screen-Space Directional Occlusion

Light Bounces Once

Screen-space directional occlusion: sampling the 3D hemisphere so occlusion keeps its direction and color, then re-using the blocked samples as secondary emitters for one bounce of indirect light.

SSDOOne-Bounce GIHemisphere Sampling
2026 · APR · 18Read the chapter