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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 ...
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27 views

Instant Radiosity without shadows for secondary lights?

I don't like the idea of using the GPU to draw a scene many times to get depth textures and perform comparisons for shadow mapping in further passes. I've been following great advice on implementing ...
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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: ...