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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 görüntüleme • 1 yıl önce •via X (Twitter)

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Dmitry Karpukhin profil fotoğrafı
Dmitry Karpukhin1 yıl önce

The inspiration came from here:

Vladimir Cazacu | 𝕧𝕠𝕝𝕠𝕕▿ profil fotoğrafı
Vladimir Cazacu | 𝕧𝕠𝕝𝕠𝕕▿1 yıl önce

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

Jean-Baptiste | Dev profil fotoğrafı
Jean-Baptiste | Dev1 yıl önce

After mega lights, mega shadows

Vini Cortez profil fotoğrafı
Vini Cortez1 yıl önce

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

𝗧𝘂𝗳𝗮𝗻 𝗛𝗮𝗻 🇹🇷 profil fotoğrafı
𝗧𝘂𝗳𝗮𝗻 𝗛𝗮𝗻 🇹🇷1 yıl önce

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

Gustav Sterbrant profil fotoğrafı
Gustav Sterbrant1 yıl önce

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

stamisme profil fotoğrafı
stamisme1 yıl önce

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

Dmitry Karpukhin profil fotoğrafı
Dmitry Karpukhin1 yıl önce

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 :)

Nicholas Chapman profil fotoğrafı
Nicholas Chapman1 yıl önce

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.

Dmitry Karpukhin profil fotoğrafı
Dmitry Karpukhin1 yıl önce

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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