jueves, 21 de febrero de 2008

Added shadow maps

Quick and dirty uniform shadow maps


Realtime irradiance

...and (almost) free! :)

Je,je Simple ideas are the best. By only adding to the SSAO shader 2 lines of code we can get local irradiance by free (taking count the color too).

This is the realtime radiance calculation:


Ambient occlusion + irradiance + shadows = Global ilumination?? :)

miércoles, 20 de febrero de 2008

SSAO Revolutions

More ambient occlusion screenshots, now with materials and textures.


lunes, 18 de febrero de 2008

SSAO Reloaded

The lastest bugs were catched... so... there are new screenshots of chelvis SSAO :D
I think it looks-like better, no?

[Also, notice the higher frame rate after minor optimizations]

SSAO (Screen Space Ambient Occlusion)

This weekend I'd been trying to implement ssao in my engine by giving the excelent tutorial of Iñigo Quilez and reading the gamedev forum. At now the effect has some glitches (maybe some projection bug), but for the moment I feel happy with results.

Happy coding :D