这两个算法的想法很简单,但是要掌握逻辑和细节最好还是去看论文;
我并没有看,于是这篇笔记摸了,只是将课堂上的要点复制了一下。
[GAMES 202] Lecture 9
Screen Space Directional Occlusion
Use direct lighting information, from rendering of screen space. (Instead of RSM, reflective shadow maps)
3D Space Method: At shading point , shoot a random ray: -> hit obstacle: indirect illuminated -> no hit: no indirect illumination
The inverted version of SSAO! (shade color when no ambient lightingin SSAO) Insight: SSAO assumes indirect lighting comes from distant surfaces, while SSDO assume it from nearby surfaces.
Steps: For each shading point , sample points in the upper sphere near . For a sampled point , visibility is approximated with .
Cons: Short ranged GI Limited to screen space Visibility is approxinated
Screen Space Reflection
Method: Screen space ray marching using normals and depth buffer!
Implementation details: At each step along a ray, check ‘s depth and depth buffer, until finds an intersection Step size: trade off between quality and computational costs Glossy surfaces? trace a lobe according to BRDF(use importance sampling)
Adaptive step size: Depth mipmap using mean pooling (instead of average) Using the consecutive property of a node’s children. (similar to BVH or a binary search tree)
Cons: Limited to screen space (hidden geometry, edge cutting, etc.)