Horizon-Based Ambient Occlusion

PUBLISHED ON APR 11, 2013 — SOFTWARE

Horizon-Based Ambient Occlusion

Egg cart land?

I successfully integrated my first Nvidia sdk sample into my game. Horizon-Based Ambient Occlusion using Compute Shaders - http://developer.nvidia.com/nvidia-graphics-sdk-11-direct3d

I also figured out how to generate normals inside of my domain shader. The world is sampled three times during each domain shader cycle instead of just once for the midpoint displacement. Then I calculate a normal from those three points as if they were a triangle.

As an aside, I feel like I’m starting to understand why John Carmack sounds like he’s speaking in a different language on twitter. There are so many graphic related terms that take a long time to explain.

TAGS: SOFTWARE