The real-time re-projection cache

The real-time re-projection cache

I’ve added real-time reprojection cache to the engine. For SSAO looks like a winner technique because it uses expensive shader. Red pixels aren’t re-computed because they are stored in an auxiliar buffer to be reprojected.

When camera moves slowly or it’s stopped the FPS reaches to infinite and beyond… :p

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2 Comments

  1. Anonymous - March 13, 2009

    Hi, I think there is a technique that is similar to what you are doing. See Accumulative Screen Space Ambient Occlusion (ASSAO)

  2. chelvis - March 13, 2009

    Thanks, I’ve been seen that. But I use the re-projection cache only in order to avoid duplicate pixel shader calculations between frames. Anyway… It’s a nice technique.

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