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# Objective
- Add Screen space ambient occlusion (SSAO). SSAO approximates
small-scale, local occlusion of _indirect_ diffuse light between
objects. SSAO does not apply to direct lighting, such as point or
directional lights.
- This darkens creases, e.g. on staircases, and gives nice contact
shadows where objects meet, giving entities a more "grounded" feel.
- Closes https://github.com/bevyengine/bevy/issues/3632.
## Solution
- Implement the GTAO algorithm.
-
https://www.activision.com/cdn/research/Practical_Real_Time_Strategies_for_Accurate_Indirect_Occlusion_NEW%20VERSION_COLOR.pdf
-
https://blog.selfshadow.com/publications/s2016-shading-course/activision/s2016_pbs_activision_occlusion.pdf
- Source code heavily based on [Intel's
XeGTAO](
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.. | ||
3d_gizmos.rs | ||
3d_scene.rs | ||
3d_shapes.rs | ||
anti_aliasing.rs | ||
atmospheric_fog.rs | ||
blend_modes.rs | ||
bloom_3d.rs | ||
fog.rs | ||
lighting.rs | ||
lines.rs | ||
load_gltf.rs | ||
orthographic.rs | ||
parallax_mapping.rs | ||
parenting.rs | ||
pbr.rs | ||
render_to_texture.rs | ||
shadow_biases.rs | ||
shadow_caster_receiver.rs | ||
skybox.rs | ||
spherical_area_lights.rs | ||
split_screen.rs | ||
spotlight.rs | ||
ssao.rs | ||
texture.rs | ||
tonemapping.rs | ||
transparency_3d.rs | ||
two_passes.rs | ||
update_gltf_scene.rs | ||
vertex_colors.rs | ||
wireframe.rs |