“Shrek” was a launch title for the original Xbox that I worked on 25 years ago (in 2001). It was the first shipped game to use a technique called Deferred Shading. It wasn’t my first 3D game, though: I wrote Sandbox Studios’ software rasterizer and D3D7 renderers.
From the site - G-buffer visualization:
Final buffer:
More details are here:
https://sites.google.com/site/richgel99/the-early-history-of-deferred-shading-and-lighting
In the early days of "Shrek", Atman Binstock and I had a competition to see who could coax the early Xbox devkits to render real game meshes as rapidly as possible. I used indexed tristrips, leveraging the work of Francine Evans and colleagues at Stony Brook, and won.
The was a key reason why we could afford to render the entire scene twice per frame.