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Rich Geldreich - The Early History of Deferred Shading and Lighting

At the 2004 Game Developer Conference Matt Pritchard (one of my coworkers at the now closed Ensemble Studios who wrote Age of Empires 2's graphics code), John Brooks (CTO and my boss at Blue Shift Inc., the graphics programmer on "Super Mario Wacky Worlds") and I came out of the cold and gave a fairly rushed, but groundbreaking 1 hour presentation on real-time deferred rendering techniques to an audience of 300-400 people. At the time, deferred shading was a pretty much unknown real-time renderi...

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