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博客园 - linyizsh

t&h MTE Best fit gbuffer normal Mipmap不连续问题。 MLAA(Morphological Antialiasing) ao propagation volume... lpv 说下pack/unpack normal的问题 CheckPoint 修改crysis支持nvperfhud volume light/light shaft/god ray 小更新下,加了DOF DeferShading + VSM + HDR + SSAO CheckPoint d3d10 放几张美图 4.1 Atmospheric Scattering prt ZT
Volumetric Obscurance
linyizsh · 2010-05-08 · via 博客园 - linyizsh

    原文为了看起来像一个论文,所以写的洋洋洒洒,引经据典,其实在我看来SSAO本身就只是一种tip,没必要那么啰嗦,关键的东西说来就两句话,在每个像素为中心的球体内,发射与屏幕垂直的n条线,计算每条线在这个球体范围内有多少被zbuffer遮挡,再按比例加起来作为AO。

放点图,10次sample,但只做了一次2x2的blur,所以质量不太好,但速度确实比以前的方法快,提高blur的kernel可以提高质量,不过又慢了。

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