Fake Global Illumination / ScreenSpace GI / Indirect Lightin

Post those lines of code you feel like sharing or find what you require for your project here; or simply use them as tutorials.
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devsh
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Fake Global Illumination / ScreenSpace GI / Indirect Lightin

Post by devsh »

DUM DUM DUM

Image

I still need to work on the performance (horrific) and cleanliness of the code but first i'd rather tweak it to show off the effect first ( a couple of vars). Then I shall post the code!!!

Obviously for this you need

Deferred Shader and MRT G-Buffer
which can supply:

-depth
-normals
-shininess

then one more
-color after shading
Valmond
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Joined: Thu Apr 12, 2007 3:26 pm

Post by Valmond »

Seems cool (if you can speed it up ;) ), what shader spec is needed, 3.0 or more or is this only
working on like the latest cards (don't have a clue if my card can do colour after thingy in the G-Buffer :p) ?
devsh
Competition winner
Posts: 2049
Joined: Tue Dec 09, 2008 6:00 pm
Location: UK
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Post by devsh »

i think this presents it better
Image

shader spec same as SSAO...
G-Buffer is just a name for 3-5 RTTs rendered as MRT to do deferred shading

On Monday i will work on my ssao (only shades lines between objects, it sucks compare to BlindSide's).

Then Optimise...

Then by wednesday you will have the code
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