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2
votes
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Light Propagation Volumes: Anisotropic filtering of volume data

I've implemented the Cascaded Light Propagation Volumes algorithm (no indirect shadowing yet) for real-time diffuse global illumination detailed here and here. It works fine but I'm still trying to ...
1
vote
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1k views

ssao implementation

I try to implement a ssao based on this tutorial: link I use a deferred rendering and world coordinates for shading calculations. When saving gbuffer a vertex shader output looks like this: ...