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It's a common technique but if you pass the inverse world-view-projection matrix, you can sample your depth buffer and reconstruct position from it using the matrix. This will save significantly on your gbuffer size and improve performance as well, take a look at my project on here Neothyne to see how I go about that. Otherwise your engine looks nice, keep up the good work ;-)
The text was updated successfully, but these errors were encountered:
Definitely something I should have done since quite a long time indeed, especially after reading the Scalable Ambient Obscurance paper in which position and even normals are obtained using the Depth Buffer.
I am in the middle of finishing a big commit that include diffuse radiance and specular radiance precomputing (not a runtime like at the moment) so I am not sure I can make it a top priority, but I will surely enhance that part, thanks !
It's a common technique but if you pass the inverse world-view-projection matrix, you can sample your depth buffer and reconstruct position from it using the matrix. This will save significantly on your gbuffer size and improve performance as well, take a look at my project on here Neothyne to see how I go about that. Otherwise your engine looks nice, keep up the good work ;-)
The text was updated successfully, but these errors were encountered: