Jump to content

View more

Image of the Day

Inventory ! Va falloir trouver une autre couleur pour le cadre D: #AzTroScreenshot #screenshotsaturday https://t.co/PvxhGL7cOH
IOTD | Top Screenshots

The latest, straight to your Inbox.

Subscribe to GameDev.net Direct to receive the latest updates and exclusive content.


Sign up now

DX11 Ambient Occlusion (e.g. SSAO)

4: Adsense

Old topic!

Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.


  • You cannot reply to this topic
3 replies to this topic

#1 Migi0027 (肉コーダ)   Members   

4565
Like
0Likes
Like

Posted 21 January 2013 - 02:02 PM

So hi guys,

 

for a while now I've been wondering on how to implement e.g. SSAO in Directx 11 (HLSL), but there doesn't seem to be any technical tutorial in c++ with Directx 11. Do you guys know anywhere there is such a tutorial, if so, please tell me wink.png

 

Thank You


FastCall22: "I want to make the distinction that my laptop is a whore-box that connects to different network"

Blog about... stuff (GDNet, WordPress): www.gamedev.net/blog/1882-the-cuboid-zone/cuboidzone.wordpress.com/


#2 mrheisenberg   Members   

360
Like
0Likes
Like

Posted 24 January 2013 - 05:10 AM

http://www.limegarden.net/portfolio/ssao-screen-space-ambient-occlusion/

There's also a more advanced one using Compute Shader in the Hieroglyph 3 engine

Edited by mrheisenberg, 24 January 2013 - 05:11 AM.


#3 Jason Z   Members   

6430
Like
2Likes
Like

Posted 24 January 2013 - 09:27 PM

There is an Ambient Occlusion sample in the Hieroglyph 3 repository that you could check out.



#4 Solid_Spy   Members   

708
Like
1Likes
Like

Posted 26 January 2013 - 07:12 PM

I bought the book "Introduction to 3D Game Programming With Directx11", and it has a tutorial on ambient occlusion.


Edited by Solid_Spy, 26 January 2013 - 07:37 PM.





Old topic!

Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.