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Screen Space Ambient Occlusion

SSAO is the new technique that most new games just must include because of the hype around it since the computer game Crysis. It’s a technique for creating a rude approximation of ambient occlusion by...

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Screen Space Blurred Shadow Mapping

This is probably the first technique one will think for creating soft shadows when doing shadow mapping.  The shadows are rendered to a texture (in screen space) and this texture is then blurred (in...

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SSAO

This is my SSAO (Screen Space Ambient Occlusion) implementation and it’s both fast and gives good result. It’s inspired by the Crysis SSAO algorithm but also the Starcraft II implementation and a...

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Position Reconstruction

There are many occasions when the fragment position in world space needs to be reconstructed from a texture holding the scene depth (depth texture). One example of use is in deferred rendering when...

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