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