2012-09-01から1ヶ月間の記事一覧

SSAO test with Direct3D11

I tried to implement SSAO with Direct3D11. These result looks like a depth based edge detection.

Visualization of linear depth

If you write some screen-space shaders, often you have to get the position in world space or position in view space. And they are reconstructed from the depth buffer in most cases.They are many ways to do it, and this good article explain …

Visualization of bent normals

I have visualized bent normal.Bent normal is an average unblocked direction. It can be calculated when computing ambient occlusion. To visualize it, I have normalized them. This picture visualizes the original vertex normal. And this pictu…