zero-radiance / ReDX

Direct3D 12 Renderer
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Implement a Visibility Buffer based rendering #7

Open zero-radiance opened 8 years ago

zero-radiance commented 8 years ago

http://www.confettispecialfx.com/gdce-2016-the-filtered-and-culled-visibility-buffer-2/

zero-radiance commented 8 years ago

Consider storing barycentric coordinates.

zero-radiance commented 8 years ago

Consider reconstructing barycentric coordinates from the sample's world-space position (which can be reconstructed using the depth buffer).