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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 次观看 • 1 年前 •via X (Twitter)

10 条评论

Dmitry Karpukhin 的头像
Dmitry Karpukhin1 年前

The inspiration came from here:

Vladimir Cazacu | 𝕧𝕠𝕝𝕠𝕕▿ 的头像
Vladimir Cazacu | 𝕧𝕠𝕝𝕠𝕕▿1 年前

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

Jean-Baptiste | Dev 的头像
Jean-Baptiste | Dev1 年前

After mega lights, mega shadows

Vini Cortez 的头像
Vini Cortez1 年前

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

𝗧𝘂𝗳𝗮𝗻 𝗛𝗮𝗻 🇹🇷 的头像
𝗧𝘂𝗳𝗮𝗻 𝗛𝗮𝗻 🇹🇷1 年前

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 的头像
Gustav Sterbrant1 年前

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

stamisme 的头像
stamisme1 年前

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

Dmitry Karpukhin 的头像
Dmitry Karpukhin1 年前

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 的头像
Nicholas Chapman1 年前

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 的头像
Dmitry Karpukhin1 年前

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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Eduard Bodak

12,590 次观看 • 10 个月前