• Introduction
  • Space Transformation
  • Camera
    • 科学解释摄影中的一些概念
  • Ray Tracing
    • Sampling
      • Monte Carlo Integration
    • Denoising and Filtering
    • Intersection Acceleration Structure
      • BVH and KdTree
  • Volume Rendering
    • Volume Rendering Basic Theory
  • LI
    • Real-Time LI Summary
  • GI
    • GI Draft
    • SSGI
      • UE SSR Implementation
      • Optimized Pixel-Projected Reflections for Planar Reflectors
      • Stochastic Screen Space Ray Tracing
      • SSGI Implementation Summary
    • Precomputed Based GI
    • Voxel Based GI
    • Distance Field
    • Lumen
  • PBR
    • Real-Time PBR Summary
    • Material
      • Reflection Models
      • Deep in Microfacet BRDF
    • Lighting
    • Solutions
      • Disney
      • UE
      • Frosbite
      • Filament
        • Filament Basic Physical Lighting
  • Light
    • Punctual Light
    • Area Light
  • Color
    • Real-Time Light and Color Summary
  • Shadow
    • Real-Time Shadow Summary
    • games202 shadow assignment
  • Post Process
    • AO
      • Real-Time AO Summary
    • AA
      • Real-Time AA Summary
      • TAA Implementation Summary
      • Specular AA
    • DLSS
      • DLSS Summary
      • DLSS Implementation
  • Character
    • Subsurface(Skin)
    • Hair
  • Texture
    • Multiple Textures
    • Virtual Texture
  • Pipeline
    • Dynamic Visibility
      • Dynamic Visibility Draft
    • Compute Shader
    • GPU Driven Rendering
      • GPU Driven Occlusion Culling
      • Occlusion Culling Imlementation Minimal Set
    • Checkerboard
  • Structure
    • Frame Graph
    • ECS
  • Graphics API
    • DirectX
      • Multi-Indirect Draw
  • Special Effect
    • Atmosphere
      • A Scalable and Production Ready Sky and Atmosphere Rendering Technique
      • multi-scattering计算的一些思考
    • Cloud
  • Simulation
    • Fluid
    • Cloth
  • Course
    • UC Davis Compute Graphics
    • UCSD CES 272 Advanced Image Synthesis
      • Intro & Simple BSDF
      • Advanced BSDF
  • Engine
    • Filament
      • Basic Physical Lighting
    • Unreal
      • UE SSR Implementation
  • Book
    • PBR
      • Primitives and Intersection Acceleration
      • Monte Carlo Integration
      • Reflection Models
      • Volume Scattering
      • Light-Transport II: Volume Rendering
    • Real-Time Rendering
      • Real-Time Light and Color Summary
      • Real-Time PBR Summary
      • Real-Time AO Summary
      • Real-Time Shadow Summary
      • Real-Time AA Summary
      • Real-Time LI Summary
  • Published with GitBook

AO

  • Resources
    • RT
    • SDF
    • Screen Space

Resources

  • Real-Time Rendering chapter 11.3 11.4

RT

  • NV 2020 Real-Time Ray-Traced Ambient Occlusion of Complex Scenes using Spatial Hashing

SDF

  • SIG 2015, Dynamic Occlusion with Signed Distance Fields

Screen Space

  • HBAO, Image-Space Horizon-Based Aambient Occlusion
  • HBAO, 知乎论文复现
  • HBAO+
  • GTAO, SIG16 talk Practical Real-Time Strategies for Accurate Indirect Occlusion
  • SSDO, Approximating Dynamic Global Illumination in Image Space
Copyright © tingxia.top 2021 all right reserved,powered by Gitbook该文件修订时间: 2022-04-20 11:40:17

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