Fastest way to jitter normal in glsl

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-1 comments, last by _Lopez 15 years, 9 months ago
Hello everybody, i'm currently working of an environmental lighting renderer, and the current method i've got for creating the environmental cubemap, is to render a 512x512 cubemap for reflections, then downsample that to a 32x32 cubemap for the environmental lighting. This gave aretfacts, so i'm currently doing a blur, by rotating the bent normal using matrices in the fragment shader, and taking m samples, multiplied by the dot product of the bent normal, and the rotated bent normal. This gives a really good blur with a lot of samples, say 30, but can slow down the renderer somewhat. Is there a faster way of obtaining a kernel of say 5x5 vectors based on the bent normal and a given offset in degrees, as i'm thinking that calculating the lookup vectors for the cubemap is the bottleneck rather than the cubemap sampling.

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