» Sponza-Skulls-SSLR-Renderer
This site relies heavily on Javascript. You should enable it if you want the full experience. Learn more.

Sponza-Skulls-SSLR-Renderer

I am from First Steps in Screen Space Reflections

microdee, Friday, Jun 12th 2015 Digg | Tweet | Delicious 5 comments  
mrboni 16/06/2015 - 14:58

which implementation is this?

microdee 16/06/2015 - 16:01

well I coded this one based on naive method + binary search but I will improve it so raymarching steps are based on pixels not linear view-space steps.

microdee 16/06/2015 - 17:35

yes i've read that, however i won't do the thickness thingy anytime soon, i have an idea how to do that but that requires a lot of rewriting and my idea for it is very similar to how i would do depth peeling so i'd rather do that but only in the far future

mrboni 16/06/2015 - 22:29

ok cool. Looks great btw :)

  • 1

anonymous user login

Shoutbox

~6d ago

sunep: @udo2013 make a forum post about and I can share my subpatch

~6d ago

sunep: @udo2013 I have myself dealt with that problem by using LTP (Value) in pickup mode

~9d ago

~9d ago

~12d ago

joreg: @soundreactor: yes

~12d ago

soundreactor: is 50beta.. supposed to be working in windows 7 ?

~13d ago

tonfilm: New update on the #vl #xenko node library! vl-xenko-3d-engine-update-3 vvvv #3d #visualprogramming #creativecoding #gamedev #dotnet