In recent years, deferred shading has become the most prominent
rendering technique for real-time graphics in computer games,
simulations, and virtual reality applications. This talk gives an
overview over the foundations of deferred shading, how it has changed
since its introduction and gives a glimpse into its future. An overview
over various post-processing techniques compatible with the deferred
shading pipeline is given--with a special emphasis on the problem of
efficient anti-aliasing.