jameszhao00

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1. Glossy Screen Space Reflections

Glossy Screen Space Reflections For my Game Architecture final project (@RPI), I worked on a glossy screen space reflection (SSR) tech demo. Implementation details... Video (best in 720P) [media][/media]

Just noticed your post edit and saw this blog. That ring's caustics has spectacular quality 0.0 I also started a blog [url="http://lightway3d.blogspot.com/"]http://lightway3d.blogspot.com/[/url] if you get a chance check it out!
3. Real-Time Local Reflections

[color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][left]"Then I transform it into screen space and I start to ray march according to the view space reflection vector until the depth in the sampled depth buffer is bigger than our current depth of our ray"[/left][/font][/color] [left][font="helvetica, arial, verdana, tahoma, sans-serif"][color="#282828"]Is stopping at (viewport.z > sample ray.z) or (when sample ray is no longer occluded) necessarily correct?[/color][/font][/left] [color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][left]Imagine 3 spheres [/left][/font][/color] 1 2 3 [color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][left] o o o[/left][/font][/color] [color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][left]z=4 z = 2 z = 3[/left][/font][/color] [color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][left]And the reflection ray starts at 3 and goes towards 1. You will hit a pixel occupied by 2... and callit quits. [/left][/font][/color][color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][left]I currently[/left][/font][/color]