Met with Matt today, to update him on my progress and discuss what I'll be focusing on next.
There are two aspects to my research question - optimisation and global illumination. For the next fortnight I will be focusing on optimising the SSAO shader, since currently it's hitting my framerate quite substantially. Then I will focus on the global illumination aspect.
I left room for manouvering in my Gantt chart, so I should be okay for time - getting a cold and then the flu didn't help, but I'm confident that I can get everything/or most things that I planned to do, done.
Tasks for the next two weeks:
- Implement blur shader - test both Gaussian (using scene normals) and bilateral blurs
- Try and get rid of SSAO artifacts (as seen in previous post)
- Optimisation - using scene normals in SSAO calculation
- Optimisation - try out different occlusion functions
- Optimisation - investigate reducing texture lookups
- Optimisation -investigate other techniques that improve performance
I'm also going to start writing the literature review, this week and next week and I've made a list of possible topics to include:
- Background on Ambient Occlusion, and non screen space techniques
- Screen Space Ambient Occlusion - Crytek's method, and variations on it. e.g. Nvidia's Image Space Horizon Based AO, and Blizzard's implementation of SSAO in Starcraft 2.
- Screen Space Directional Occlusion - from the paper "Approximating Dynamic Global Illumination in Image Space"
- Screen Space Radiosity - from an article in Shaderx7 - it's a very small section of the article but I'm trying to find more on it.
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