2013年12月25日水曜日

Occlusion Pre-Pass

I implemented Occlusion Pre-Pass: ambient occlusion(AO) and directional occlusion (DO).
This idea is based on Light Pre-Pass.
I render boundary mesh in order to find screen space pixels.

Implemented occlusion types are the following:
  • Sphere AO
  • Tube AO
  • Disk AO
  • Sphere DO
  • Tube DO
  • Disk DO (remain incomplete)



without occlusion




with AO


with AO+DO
 
 

result
References:
[1]SphereAO [http://www.iquilezles.org/www/articles/sphereao/sphereao.htm]
[2]Lighting Technology of ”The Last of Us”. SIGGRAPH 2013