Specular RGB and Edge Detect AA

Hi all!

A little update of specular effect. Now with support of RGB channel. I have a screenshot with edge detect anti-aliasing:

Specular RGB test with Edge Detect AA

Specular RGB test with Edge Detect AA

Look, blue in metal and red in crystal… painted by Prompt :roll:

This entry was posted in Graphics, Programming and tagged . Bookmark the permalink.

2 Responses to Specular RGB and Edge Detect AA

  1. gyakoo says:

    Hey!

    I didn’t see your new posts until now. They look great!

    the thing I love of ssao is that its performance is geometry independent and the results are very impressive, being an approximation technique to global ambient occlusion and actually to global illumination.
    also I think that your pipeline is only slightly modified to introduce this technique (because it is a shader itself), so you can provide new cool graphics to your old game (teorically) with a little modifications :)

    related with AA, wow, it’s incredible the lot of things and stuff related with antialiasing. you can write several thesis with the different techniques used for it. (in fact they have been written).
    in the last technicall book I bought, realtime rendering 3rd edition, there are more than fifty pages related with AA, I remember.

Deja un comentario