BRE Architecture Series Part 11 – Ambient Occlusion Pass

In this opportunity, we are going to talk about the ambient occlusion pass. Its previous pass is GeometryPass and its next pass is EnvironmentLightPass. You can check BRE Architecture Series Part 7 – Geometry Pass and BRE Architecture Series Part 8 – Environment Light Pass. Before giving more details we are going to talk about […]

BRE Architecture Series Part 9 – Skybox Pass

In this opportunity, we are going to talk about the skybox pass. Its previous pass is EnvironmentLightPass and its next pass is ToneMappingPass. You can check BRE Architecture Series Part 8 – Environment Light Pass and BRE Architecture Series Part 10 – Tone Mapping Pass and Post Process Pass. Before giving more details we are […]

BRE Architecture Series Part 7 – Geometry Pass

In this opportunity, we are going to talk about the most complex pass in BRE (at the time of writing this article). It is the Geometry Pass. It is the first pass to be executed at the beginning of each frame and its next pass is the AmbientOcclusionPass. Remember that BRE implements deferred shading. Thus, […]