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GLSL Shading

Tuesday, November 20, 2012. Screen Space Ambient Occlusion. Implemented screen space ambient occlusion using 3 different techniques. Used the Sponza scene to display the effects. Regular Grid AO - Difference. In this case random points within a sphere were used to determine how much is the occlusion. The points were rotated by a random value for each pixel, to reduce artifacts. Poisson Sphere (Rotated for randomness). Poisson Sphere (Rotated for randomness) - Difference. World Space Poisson Sphere:.

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GLSL Shading | glslvsfs.blogspot.com Reviews
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Tuesday, November 20, 2012. Screen Space Ambient Occlusion. Implemented screen space ambient occlusion using 3 different techniques. Used the Sponza scene to display the effects. Regular Grid AO - Difference. In this case random points within a sphere were used to determine how much is the occlusion. The points were rotated by a random value for each pixel, to reduce artifacts. Poisson Sphere (Rotated for randomness). Poisson Sphere (Rotated for randomness) - Difference. World Space Poisson Sphere:.
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GLSL Shading | glslvsfs.blogspot.com Reviews

https://glslvsfs.blogspot.com

Tuesday, November 20, 2012. Screen Space Ambient Occlusion. Implemented screen space ambient occlusion using 3 different techniques. Used the Sponza scene to display the effects. Regular Grid AO - Difference. In this case random points within a sphere were used to determine how much is the occlusion. The points were rotated by a random value for each pixel, to reduce artifacts. Poisson Sphere (Rotated for randomness). Poisson Sphere (Rotated for randomness) - Difference. World Space Poisson Sphere:.

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GLSL Shading: Screen Space Ambient Occlusion

http://glslvsfs.blogspot.com/2012/11/screen-space-ambient-occlusion.html

Tuesday, November 20, 2012. Screen Space Ambient Occlusion. Implemented screen space ambient occlusion using 3 different techniques. Used the Sponza scene to display the effects. Regular Grid AO - Difference. In this case random points within a sphere were used to determine how much is the occlusion. The points were rotated by a random value for each pixel, to reduce artifacts. Poisson Sphere (Rotated for randomness). Poisson Sphere (Rotated for randomness) - Difference. World Space Poisson Sphere:.

2

GLSL Shading: November 2012

http://glslvsfs.blogspot.com/2012_11_01_archive.html

Tuesday, November 20, 2012. Screen Space Ambient Occlusion. Implemented screen space ambient occlusion using 3 different techniques. Used the Sponza scene to display the effects. Regular Grid AO - Difference. In this case random points within a sphere were used to determine how much is the occlusion. The points were rotated by a random value for each pixel, to reduce artifacts. Poisson Sphere (Rotated for randomness). Poisson Sphere (Rotated for randomness) - Difference. World Space Poisson Sphere:.

3

GLSL Shading: GLSL Shaders

http://glslvsfs.blogspot.com/2012/11/glsl-shaders.html

Tuesday, November 20, 2012. This project dealt with creating interesting shaders like shading the earth with bump mapping, clouds, day/night effects loaded from different textures. Rotating Earth showing Bump mapping, specular highlights on the water, day and night and smooth blend between them, moving clouds and rim lighting. Earth with the Moon revolving around it. Pulsing effect through the vertex shader. Subscribe to: Post Comments (Atom). Screen Space Ambient Occlusion. View my complete profile.

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Graphics Projects: November 2012

http://tijugraphics.blogspot.com/2012_11_01_archive.html

Wednesday, November 21, 2012. Creating tessellated terrain using the OpenGL tessellation shader. Http:/ gputerrain.blogspot.com. Code: https:/ github.com/tijutv/GPU-Terrain-Generation. Implementation of different vertex and fragment shaders in the link below. Http:/ glslvsfs.blogspot.com. Friday, November 9, 2012. Various Image Processing Techniques using GLSL: http:/ glslImageProcessing.blogspot.com/. Thursday, November 8, 2012. Friday, November 2, 2012. Cloth Tearing (Rip Me). Subscribe to: Posts (Atom).

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Graphics Projects: Advanced GLSL Shading

http://tijugraphics.blogspot.com/2012/11/advanced-glsl-shading.html

Wednesday, November 21, 2012. Implementation of different vertex and fragment shaders in the link below. Http:/ glslvsfs.blogspot.com. Subscribe to: Post Comments (Atom). Cloth Tearing (Rip Me). View my complete profile. Awesome Inc. theme. Powered by Blogger.

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GLSL Shading

Tuesday, November 20, 2012. Screen Space Ambient Occlusion. Implemented screen space ambient occlusion using 3 different techniques. Used the Sponza scene to display the effects. Regular Grid AO - Difference. In this case random points within a sphere were used to determine how much is the occlusion. The points were rotated by a random value for each pixel, to reduce artifacts. Poisson Sphere (Rotated for randomness). Poisson Sphere (Rotated for randomness) - Difference. World Space Poisson Sphere:.

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