Advanced Computer Graphics & Multimedia
Q89 / 100

How does "deferred shading" address the challenge of rendering scenes that contain many dynamic light sources?

Correct! Well done.

Incorrect.

The correct answer is D) It first writes geometry attributes (depth, normals, albedo) into G-buffers, then computes lighting in a separate pass — avoiding redundant shading of occluded fragments and scaling well with many lights

D

Correct Answer

It first writes geometry attributes (depth, normals, albedo) into G-buffers, then computes lighting in a separate pass — avoiding redundant shading of occluded fragments and scaling well with many lights

Explanation

Deferred shading separates geometry rendering from lighting by storing surface attributes in G-buffers and then applying lighting calculations only once per visible pixel, scaling far better than forward rendering when many lights are present.

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89/100