Closed CaffeineViking closed 5 years ago
Here are some results after cleaning up the implementation. I've raytraced a 1280x720 image of the ponytail, which launches 64 rays on hit towards a random direction (in a sphere for now). As you may imagine, that's not possible in interactive frame-rates :-). On the Threadripper I can get the real-time AO when using 8 rays.
I've started implementing #27, and should hopefully have something running towards the end of the day. It will be very interesting to see what we get!
Figure 1: raytraced AO by launching 64 rays in random directions within a sphere, this is NOT real-time.
Figure 2: combined ADSM and inverse voxelized density occlusion by using a 256^3 voxelized ponytail.
Figure 3: the ADSM shadow map term from a rotating spotlight (with smoothing and Gaussian 3x3 PCF).
Figure 4: inverse voxelized density of a 256^3 voxelization of Lara Croft's ponytail (not normalized yet).
We would like to check if our volume-based AO implementation approaches the reference raytraced AO that is the ground truth. The raytracer is lagging behind quite a lot, so basically we use it only to cross-check that the results we get from the rasterizer are valid. In a nutshell, here is what the raytracer should be doing to it: