Reconstructing positions from the depth buffer

Introduction [edit] To start things off more easily, I decided to limit this post to perspective projections and move on to the generalization (including orthographic projections) in a next blog post. When doing deferred shading or some post-processing effects, we’ll need the 3D position of the pixel we’re currently shading at some point. Rather than…

HBAO

An alternative implementation for HBAO

Introduction Image-space horizon-based ambient occlusion [HBAO] is a technique introduced by NVidia (Louis Bavoil et al.) in 2008. I recommend checking out the following resources to find out exactly how the algorithm works, this post will build on it further: ShaderX7 – Image-Space Horizon-Based Ambient Occlusion (by Louis Bavoil & Miguel Sainz) The original Siggraph…

FMX-2013-post1

Speaking at FMX 2013

Albeit with trembling knees, I’m very excited to announce I’ll be speaking at FMX this year, ‘Europe’s most renowned conference on digital entertainment’. It’s an intimidating place to be, with many of my heroes either in the organisation or in the speaker list! Luckily I won’t be alone; the session will be part of the…

monsterskin

Another Take on Skin Rendering

It’s been a while since I’ve made a blog post about something I’ve played around with just for the heck of it.  With Away3D 4.1 Alpha pushed out yesterday, I decided to spend the day revisiting an old friend: skin rendering. Remember the blog post of skin rendering when Away3D 4 was still codenamed Broomstick…