Quick Introduction to Mesh Shaders (OpenGL and Vulkan)
Started by Stefan, June 13, 2009, 05:33:34 AM
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QuoteA study of the problem of providing realistic illumination at high frame rates, something commonly achieved through approximations known as screen space ambient occlusion (SSAO). The authors describe a related method called screen space directional occlusion (SSDO), which handles light angles better, includes as least one bounce of indirect light, works with global illumination, and requires only slightly more computational overhead.