Subsurface Scattering

Deferred Subsurface Scattering using Compute Shaders

I’ve recently decided to look into supporting subsurface scattering in my playground rendering engine Helix. It’s not the first time I’ve dabbled in the subject, but not being limited to crappy platforms I could push things a bit further. It’s a well researched and oft written about topic, so I’ve been reluctant to write up…

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…