Ambient Occlusion Post Process Filter
I want to make it so that my engine will will observe all 3d models processed and will create the Ambient Occlusion lighting effects on a scene/models to avoid having to light things in real time.
I want to do this so it will make it easier on the GPU/CPU to process the data.
I would like advice and code samples.
Some key-words for you to research (besides Ambient Occlusion) might include:
Precomputed radiance transfer (PRT)
Spherical Harmonics (SH)
Precomputed radiance transfer (PRT)
Spherical Harmonics (SH)
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