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Normal Depth /Specular
Diffuse /Mask
Light Buffer
Merge
Post Effect
Opacity
Additive
G - pass
L - pass
M - pass
Usage Format R G B A
Nromal R16FG16F Normal X Normal Y
Depth, Specular
R16FG16F Linear Depth
Specular. Rim
Diffuse, Mask
R8G8B8A8 Diffuse R Diffuse G Diffuse B Mask
[Sign] Integer . Fractional
G-buffer Depth.Y3 values in 1 channel
Rim : 0,1
Specular Glossiness : 1 ~ 100
Specular Level : 0 ~ 0.99
Image :killzone2 Code: GPU Gems3
// Get the depth buffer value at this pixel. float zOverW = tex2D(depthTexture, texCoord); // H is the viewport position at this pixel in the range -1 to 1. float4 H = float4(texCoord.x*2-1, (1-texCoord.y)*2-1,zOverW, 1); // Transform by the view-projection inverse. float4 D = mul(H, g_ViewProjectionInverseMatrix); // Divide by w to get the world position. float4 worldPos = D / D.w;
float3 ray = FarTopRight;ray.xy = lerp(-FarTopRight.xy, FarTopRight.xy, scrUV);float depth = tex2D(DepthBuffer, scrUV);float3 PosInView = ray * depth;
http://blog.daum.net/rockeracer/38
http://www.mrbluesummers.com
SubSurface Scattering
표면하산란
Fake SSSReal-Time Approximations to Subsurface Scattering,- GPUGEMS슈퍼 스트리트 파이터 그래픽스 강좌- 니시가와젠지마비노기 영웅전의 캐릭터 비주얼 시스템- NDC08
Fast approXimate AAhttp://timothylottes.blogspot.kr
NVAPI
http://developer.nvidia.com/nvapi
http://www.nvidia.pl/docs/IO/40505/WP-05482-001_v01-final.pdf
http://ozlael.egloos.com/3767971