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…

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…

Multi-pass Rendering and Cascaded Shadow Mapping

If you’ve been paying attention to the Away3D blog, you probably already know that the 4.1 alpha has been released¬†today, which has been my main fixation since September (when I wasn’t getting radiation poisoning). As mentioned in the release post, one of the new features is “multipass shading”. If you’re not into 3D rendering programming,…

Away3D 4.1 (dev) Dynamic Reflections

One of the features we considered¬†important for the next release of the Away3D engine (4.1) were real-time¬†dynamic reflections, allowing for more realism and precision than the common static environment maps. In the dev branch of the engine, you can now find two flavours: reflections based on dynamic environment maps, and planar reflections. Dynamic Environment Maps…

Speaking at Reasons to be Creative 2012!

Oh boy, it shames me to see my last post has already been from December last year! Not that I haven’t been keeping busy; some binned personal projects, some that aren’t quite “there” yet, and a 3-month stint near San Francisco (what a city!). So yes, I’m happy to have a reason for another update,…