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71:, performs lighting calculations on an entire 3D scene at once instead of on each individual object. To do this in real-time, MRT is used to store the required information for the lighting calculations in multiple render targets, which are then used after the entire scene has been drawn to calculate the lit final image. Typically one render target holds color and surface information of objects, while another contains the
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9, MRT can be invaluable to real-time 3D applications such as video games. Before the advent of MRT, a programmer would have to issue a command to the GPU to draw the 3D scene once for each render target texture, resulting in redundant vertex transformations which, in a real-time program expected to
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and depth information of the scene which are used to calculate the reflection of light. Additional render targets can be used to store information such as the
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that returns an output value for each render target. This pixel shader then renders to all render targets with a single draw command.
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run as fast as possible, can be quite time-consuming. With MRT, a programmer creates a
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at once. These textures can then be used as inputs to other
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16:Feature of modern graphics processing units
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31:(GPUs) that allows the programmable
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43:or as texture maps applied to
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35:to render images to multiple
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29:graphics processing units
175:Computer graphics stubs
63:A common use of MRT is
25:Multiple Render Targets
119:–related article is a
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21:3D computer graphics
79:of the surface and
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117:computer graphics
81:ambient occlusion
47:. Introduced by
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93:Deferred Shading
65:deferred shading
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45:3D models
87:See also
53:Direct3D
51:2.0 and
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41:shaders
83:data.
49:OpenGL
115:This
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