Jump to content
  • Advertisement


  • Content count

  • Joined

  • Last visited

Community Reputation

271 Neutral

About jameszhao00

  • Rank
  1. jameszhao00

    Ready, set, go!

    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!
  2. jameszhao00

    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]
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!