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Screen Space Reflections and GPU profiling

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@iftodebogdan iftodebogdan released this 02 Dec 10:17
· 69 commits to master since this release

Version 1.7.0 includes the following features and fixes:

  • Screen space reflection technique based on the work of Morgan McGuire and Michael Mara, found here
  • Tuned some textures to better take advantage of SSR
  • Optimized shaders that use downsampled depth buffers
  • Noise from indirect lighting was removed by using low frequency normals (vertex normals, actually)
  • Bloom is no longer applied to volumetric lighting effect
  • Real time GPU timings for each rendering pass in the HUD

04 dec 2016 - 10 50 53 01

Update v1.7.1 - more prominent light shafts

  • Added some geometry meant to interact with the volumetric lighting effect (grill above)
  • Removed lens distortion effect due to blurring
  • SSR no longer reflects sun and sky

Update v1.7.1.1

  • Fixed a bug when switching between lighting models

Update v1.7.2

  • Added support for infinite projection matrix as per this paper and added an artist parameter to toggle its usage
  • Fixed an issue where some combinations of camera, light and surface normal angles would cause a division by zero, leading to severe visual artifacts from NaN propagation
  • FXAA is now applied only on edges (depth based edge detection) so as to minimize texture blurring
  • Implemented support for borderless windowed mode
  • Volumetric fog color is now an artist parameter
  • Adjusted default artist parameters for various effects

gitechdemo_volumetric_lighting