Wednesday, January 25, 2012

Sun Shafts & SSAO

 Added screen space sun shafts, based on this article from GPU Gems 3.

Also added basic SSAO(screen space ambient occlusion).  Right now it is just using the depth buffer.  For performance I will switch this over to using a downsampled depth buffer at some point in the future.  There are also some alternative methods that take into account surface normals that tend to generate more accurate results, so I might add one of those methods later.
Ambient Occlusion

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