Spellcaster Studios

Make it happen…

View-space normals

Working on this a couple of hours at a time is not efficient, but time has been rather short lately…

Anyway, added view-space normals to the renderer, so I can do the screenspace effect:

screen390

It doesn’t seem very different, but it is… Smile

Anyway, I need the view-space normals because I’m using view space positions, and I need to change them so I can project the new position to check for the occlusion…

Next step is to get the random texture and the kernel in for randomly sample the depth map.

Now listening to “Of Rust And Bones” by “Poisonblack”

Link of the Day: Very interesting article on path-tracing and application on fractal rendering. Fractals are very interesting from a mathematic perspective and they’re beautiful to look at as well: http://blog.hvidtfeldts.net/index.php/2015/01/path-tracing-3d-fractals/

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