Загрузка видео...
Не удалось загрузить видео
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... show more
12,418 просмотров • 1 год назад •via X (Twitter)
Комментарии: 10

The inspiration came from here:

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

After mega lights, mega shadows

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

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

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

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

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 :)

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.

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 :)
