Latest ssr Activity

Hi all,
I've been looking to improve my SSR implementation from just traditionally marching in world space and projecting back to screen space.
I camr across a paper entitled “Efficient GPU Screen-Space Ray Tracing” by Morgan Mcguire https://jcgt.org/published/0003/04/04/ which uses DDA to march in s…

Hi I'm trying to implement SSR in my engine but I'm having some issues. I'm using this algorithm as it seems simple enough: http://www.christophergullbergbrady.com/SSR/ but this is the result i get:
You can see my GBuffer layout at the top (worldpos, normals, depth (r32_float), last frame) and th…

ddlox said:
look here:
- http://roar11.com/2015/07/screen-space-glossy-reflections/
- http://jcgt.org/published/0003/04/04/
- https://interplayoflight.wordpress.com/2019/09/07/hybrid-screen-space-reflections/
Have fun ?
I use screen space planar(projected) reflections.
This method http://remi-genin.fr/blog/s…
Advertisement
Advertisement
Advertisement