Ambient Occlusion in Screen-Space

Monday, June 29,2009
Screen-Space Ambient Occlusion (SSAO) is quite popular in the moment. ShaderX7 had several articles and there are lots of approaches to gradually improve the effect. A good way to look at SSAO or any similar approach is to consider it part of a whole pipeline of effects that can share resources ...
This post is in: Global Illumination
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MSAA on the PS3 with Deferred Lighting / Shading / Light Pre-Pass

Wednesday, June 17,2009
The Killzone 2 team came up with an interesting way to use MSAA on the PS3. You can find it on page 39 of the following slides: http://www.dimension3.sk/mambo/Articles/Deferred-Rendering-In-Killzone/View-category.php What they do is read both samples in the multisampled render target, do the lighting calculations for both of them ...
This post is in: Deferred Lighting, Edge Detection, MSAA, PS3
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Multisample Anti-Aliasing

Saturday, June 13,2009
Utilizing the Multisample Anti-Aliasing (MSAA) functionality of graphics hardware for deferred lighting can be challenging. Nicolas Thibieroz wrote an excellent article about MSAA published in ShaderX7 with the title "Deferred Shading with Multisampling Anti-Aliasing in DirectX10". The following figure from the ShaderX7 article shows how MSAA works:...
This post is in: D3D10, Deferred Lighting, MSAA
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