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”

How can I find the pixel space coordinates of a 3D point – Part 1 – Space Transformations + Homogeneous Space Coordinates

Recently, I felt I needed to improve my knowledge about perspective projection matrix and depth buffer, so I think a good idea is to write some posts explaining the doubts I had and the sources I read to evacuate them. This could be useful for others and a good reference for me.

I am a DirectX user, so all I will describe here is related to that API. OpenGL/Vulkan is similar, but I am not going to mention/explain them.

Continue reading “How can I find the pixel space coordinates of a 3D point – Part 1 – Space Transformations + Homogeneous Space Coordinates”

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