glslvsfs blogspot.com

GLSL Shading

Tuesday, November 20, 2012. Screen Space Ambient Occlusion. Implemented screen space ambient occlusion using 3 different techniques. Used the Sponza scene to display the effects. Regular Grid AO - Difference. In this case random points within a sphere were used to determine how much is the occlusion. The points were rotated by a random value for each pixel, to reduce artifacts. Poisson Sphere Rotated for randomness. Poisson Sphere Rotated for randomness - Difference. World Space Poisson Sphere.

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Graphics Projects

Wednesday, November 21, 2012. Creating tessellated terrain using the OpenGL tessellation shader. Implementation of different vertex and fragment shaders in the link below. Friday, November 9, 2012. Thursday, November 8, 2012. Friday, November 2, 2012.

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GLSL Shading

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Tuesday, November 20, 2012. Screen Space Ambient Occlusion. Implemented screen space ambient occlusion using 3 different techniques. Used the Sponza scene to display the effects. Regular Grid AO - Difference. In this case random points within a sphere were used to determine how much is the occlusion. The points were rotated by a random value for each pixel, to reduce artifacts. Poisson Sphere Rotated for randomness. Poisson Sphere Rotated for randomness - Difference. World Space Poisson Sphere.

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This web page glslvsfs.blogspot.com states the following, "Tuesday, November 20, 2012." We saw that the webpage said " Implemented screen space ambient occlusion using 3 different techniques." It also said " Used the Sponza scene to display the effects. Regular Grid AO - Difference. In this case random points within a sphere were used to determine how much is the occlusion. The points were rotated by a random value for each pixel, to reduce artifacts. Poisson Sphere Rotated for randomness. Poisson Sphere Rotated for randomness - Difference."

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