Εμφάνιση αναρτήσεων με ετικέτα hlsl. Εμφάνιση όλων των αναρτήσεων
Εμφάνιση αναρτήσεων με ετικέτα hlsl. Εμφάνιση όλων των αναρτήσεων

Τρίτη 13 Απριλίου 2010

Deferred Rendering

I created a small project in render monkey(v 1.8) for a deferred rendering shader using hlsl shader model 3.
It supports normal mapping by saving normals using polar coordinates (not so fast :)) and depth in an R32F format.I put the code in the following link

http://code.google.com/p/deferred-rendering/

The plan is to enrich it with ssao,hdr and other effects in order to become a small pipeline.The project currently not supports light volumes but is the next step.

Τετάρτη 6 Αυγούστου 2008

Screen Space Ambient Occlusion

I found a couple of articles about ssao and i decided to create a render monkey project to implement the algorithm.Actually this is a mix of two shaders which can be found in the following articles
http://www.codeplex.com/XNACommunity/Wiki/View.aspx?title=Screen-Space%20Ambient%20Occlusion%2c%20c%u00f3mo%20implementarlo&referringTitle=SSAO

http://www.gamedev.net/community/forums/topic.asp?topic_id=488598

Image without ssao










Image with ssao