Wednesday, July 10, 2013
GPU Pro 4
Monday, July 8, 2013
Experimenting with Screen Space Local Reflections
Recently, i just completed Dead Space 3 (which is a pretty good game imo) and noticed that in the game, the reflections on the floors and walls seems to be utilizing Screen Space Local Reflections (SSLR), a rendering technique that first appeared in Crysis 2. SSLR, with its rather modest computation cost, provides real-time local reflections for all on-screen objects that would otherwise be prohibitively expensive to compute using traditional reflection rendering approaches.
Over the weekend, i had some free time and motivation (finally!) to research and implement SSLR. My initial incomplete implementation of SSLR yields some nice results. Below is a pair of screenshots showing a scene with SSLR off/on. Stay tuned for more posts detailing my implementation of SSLR.
Screen space local reflections (SSLR) off
Screen space local reflections (SSLR) on
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