NVIDIA Developer Zone  Secondary links  GPU Gems 3: Chapter 19.
Deferred Shading in Tabula Rasa  GPU Gems 3  Chapter 19.
Deferred Shading in Tabula Rasa  Rusty Koonce NCsoft Corporation
This chapter is meant to be a natural extension of "Deferred
Shading in S.T.A.L.K.E.R." by Oles Shishkovtsov in GPU Gems 2
(Shishkovtsov 2005). It is based on two years of work on the
rendering engine for the game Tabula Rasa, a massively
multiplayer online video game (MMO) designed by Richard
Garriott. While Shishkovtsov 2005 covers the fundamentals of
implementing deferred shading, this chapter emphasizes higher-
level issues, techniques, and solutions encountered while
working with a deferred shading based engine.  19.1 Introduction
In computer graphics, the term shading refers to the process of
rendering a lit object. This process includes the following
steps:    1. Computing geometry shape (that is, the triangle
mesh)   2. Determining surface material characteristics, such as
the normal, the bidirectional reflectance dis