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Testing a silly (or genius?) idea - accumulate custom shadow maps in a buffer to make some sort of Global AO. The implementation or the sample pattern could be better of course, this is just a rough sketch. It's pretty fast too, since you can do just one scene...

12,418 просмотров • 1 год назад •via X (Twitter)

Комментарии: 10

Фото профиля Dmitry Karpukhin
Dmitry Karpukhin1 год назад

The inspiration came from here:

Фото профиля Vladimir Cazacu | 𝕧𝕠𝕝𝕠𝕕▿
Vladimir Cazacu | 𝕧𝕠𝕝𝕠𝕕▿1 год назад

+1 vote from me. SSAO with Lumen is too unstable.

Фото профиля Jean-Baptiste | Dev
Jean-Baptiste | Dev1 год назад

After mega lights, mega shadows

Фото профиля Vini Cortez
Vini Cortez1 год назад

that's very interesting! with some artistic controls can be very usefull

Фото профиля 𝗧𝘂𝗳𝗮𝗻 𝗛𝗮𝗻 🇹🇷
𝗧𝘂𝗳𝗮𝗻 𝗛𝗮𝗻 🇹🇷1 год назад

I think it is brilliant because simple. This AO is basically shadow from multiple angles and smooth out that, ta da basic GTAO :D

Фото профиля Gustav Sterbrant
Gustav Sterbrant1 год назад

Rendering a top down shadow map for sky occlusion isn’t a bad idea .

Фото профиля stamisme
stamisme1 год назад

not really that good for indoor areas since this isnt actual AO just use DFAO ‼️‼️‼️‼️

Фото профиля Dmitry Karpukhin
Dmitry Karpukhin1 год назад

With native hard coded sample count (9 cone traces, I believe) It's not giving good results if you need occlusion in buildings, where the roof is higher than 10-20 meters :)

Фото профиля Nicholas Chapman
Nicholas Chapman1 год назад

Should work for AO. The problem is AO by itself is not that useful. You want indirect lighting, and to know what part of the hemisphere is occluded, ideally.

Фото профиля Dmitry Karpukhin
Dmitry Karpukhin1 год назад

Ideally, yes, but suppose you have a game where dynamic global AO artistically matters more than bounce lighting, and if this is that cheap, I thought it could be worth to try :)

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