domingo, 21 de julho de 2013

Implementing HBAO

After improve the error and warnings notification I started to implement the HBAO, based on the NVIDIA HBAO  demo. I think that this ambient occlusion achieves better visual quality than the standard SSAO and also it can be implemented without having to store  the normals, thus being usable not only by the deferred rm.
Here is a small video showing the effect:

As there are various effects that uses the depth buffer, now I have to find a elegant way to hook the depth buffer and provide it to the effects without affecting the rm drawing. I also thought in provide some kind of depth buffer usage capabilities to post-effects.

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