DirectX 12 – Ambient Occlusion – The Second Approach

 

After some time trying to implement and understand ambient occlusion (with a failed attempt), I finished a better implementation. This was after I filled some gaps I had about perspective projection matrix and depth buffer (I made three posts about this).

Now, I wanted to describe from the beginning what I know and learned about ambient occlusion.

Continue reading “DirectX 12 – Ambient Occlusion – The Second Approach”

Create a website or blog at WordPress.com

Up ↑