In
deferred
rendering (aka deferred shading), the lighting computation is
performed only for
visiblefragments, using multi-pass rendering.
- In the first pass, the geometry is
rendered to a geometry buffer, or “g-buffer,” providing colour, normals, depth,
etc. for visible fragments.
- In a second pass, lighting is computed
only for the fragments in the g-buffer, hence the name deferred
rendering.
Source: Wikipedia