![]() ![]() There could be a lot of splotches in clean environments. The transform was moved out of the inner loop from world to local space (sample position constructed from local space position + direction).īefore using smooth sampling for DFAO, adaptive sampling was used which meant that flat surfaces did less work compared to denser scenes with many surfaces, like foliage. Slow instructions in the inner loop have been replaced with fast approximations Each tile/object intersection gets its cone tracing thread group, so wavefronts are much smaller and scheduled better. The culling algorithm has changed to produce a list of intersecting screen tiles for each object, instead of the other way around.
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