---
title: 'Deferred shading on mobile: An API overview'
url: 'https://vulkan.org/news/auto-20093-db239179107cac763065f7946a645195'
markdown: 'https://vulkan.org/news/auto-20093-db239179107cac763065f7946a645195.md'
date: '2021-06-22'
taxonomy:
  tag:
    - opengles
---

#  Deferred shading on mobile: An API overview 

  June 22nd at 1:45pm

 In this blog from Arm, Hans-Kristian Arntzen looks at how to implement deferred shading, a style of rendering which is still quite common. The deferred techniques have evolved over time, but the fundamental remains where a G-buffer is rendered, and lighting is computed based on that G-buffer data. This decouples geometry information from shading. Most of the innovation in the last years in the deferred space has revolved around reformulating the lighting pass, but the fundamentals remain the same. 

 [ Read More  ](https://community.arm.com/developer/tools-software/graphics/b/blog/posts/deferred-shading-on-mobile)

---

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