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.
Εμφάνιση αναρτήσεων με ετικέτα hlsl. Εμφάνιση όλων των αναρτήσεων
Εμφάνιση αναρτήσεων με ετικέτα hlsl. Εμφάνιση όλων των αναρτήσεων
Τρίτη 13 Απριλίου 2010
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
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
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