Quick and dirty uniform shadow maps
jueves, 21 de febrero de 2008
...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
lunes, 18 de febrero de 2008
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