16 years, 3 months ago
Highlights
Since any real-time AO approach will make some assumptions about the spatial layout or local geometry of the scene it will *not* be physically correct. But - depending on t…
16 years, 3 months ago
16 years, 3 months ago
Hello all, just a quick question: Our 3d-software makes extensive use of ARB_vertex/fragment_program. Now customers are complaining about these extensions not working on co…
19 years, 9 months ago
Hello all, I've been implementing the "Shadow wedge"-algorithm (original paper: http://www.cs.lth.se/home/Tomas_Akenine_Moller/pubs/soft_sig2003.pdf ) for quite some time and go…
20 years ago
Hello all, having thought and read quite a lot about soft shadows algorithms (using PCF, single sample soft shadows, smoothies, penumbra maps, shadow wedges, ...) I decided to i…
20 years ago
Latest Activity
See all in DiscussionsSince any real-time AO approach will make some assumptions about the spatial layout or local geometry of the scene it …
16 years, 3 months ago
Take a look at this very well written tuorial here on Gamedev:http://www.gamedev.net/reference/programming/features/simpleSSAO/Cheers,Guenther
16 years, 3 months ago
Hi Brett,try to answer some questions to make your problem more clear:(1) Are we talking about hundreds up to thousands …
18 years, 8 months ago