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documentation:rendering:ssao [2010/12/23 12:26] – [Screen Space Ambient Occlusion (SSAO)] mhgameworkdocumentation:rendering:ssao [2024/08/26 13:27] (current) – external edit 127.0.0.1
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 This will be implemented by first creating a Gaussion blur filter, which is also needed for [[documentation:rendering:hdr|HDR]].  This will be implemented by first creating a Gaussion blur filter, which is also needed for [[documentation:rendering:hdr|HDR]]. 
  
-Many sources recommend using a bilateral blur filter. This post (http://www.gamedev.net/community/forums/topic.asp?topic_id=587178) gives simple description of how to convert a gaussion blur filter to a bilateral one.+Many sources recommend using a bilateral blur filter. This post (http://www.gamedev.net/community/forums/topic.asp?topic_id=587178&PageSize=25&WhichPage=2talks about creating bilateral filter.
  
 This presentation (http://developer.amd.com/gpu_assets/ShopfMixedResolutionRendering.pdf) also gives much information on filtering, including shadowmap filtering. This presentation (http://developer.amd.com/gpu_assets/ShopfMixedResolutionRendering.pdf) also gives much information on filtering, including shadowmap filtering.
documentation/rendering/ssao.1293107202.txt.gz · Last modified: 2024/08/26 13:25 (external edit)

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