Tuesday, September 22, 2009

SSAO!

After some fights...here comes the SSAO!


This is the beauty of the 'waterfall effect' of the deferred/lightprepass/z-based rendering: one you have coherence between different spaces (world, view, projection, texture...) and you switch between them rather easily, you can begin working on many interesting effects :)
This is a real basic implementation, based on various post on gamedev (thanks guys!!!)

Monday, September 21, 2009

Finally a new connection!

Long time no see guys!
This is the first day I have an internet connection in my new house. After 3 months actually!
I was really busy at work, but I continued programming.
My new challange is the Deferred Rendering...a real cute rendering architecture!
After many reads (mainly gamedev) I moved to my first implementation: I found really useful to do all the calculations in view space, the view space pixel position reconstruction became really simple.
Also, the G-Buffer is actually composed of only 2 render target, rendered with a MRT: normal and linear depth. The result is a Light-Pre-Pass-Like renderer...I'll show a little result:

10 pointlights on the screen with the known rockwall normal map.
I'm also working on the ScreenSpaceAmbientOcclusion so I can move to create a little demo.
Stay tuned!