Deferred Rendering
Deferred Rendering is a graphics rendering technique that separates the process of shading from geometry rendering. In this method, the scene's geometry is first rendered to multiple textures, known as G-buffers, which store information like color, normals, and depth. This allows for complex lighting calculations to be performed later, using the data stored in the G-buffers.
The main advantage of Deferred Rendering is its efficiency in handling scenes with many light sources. Instead of recalculating lighting for each object every frame, it processes lighting in a single pass after the geometry has been rendered, improving performance in visually rich environments.