Graphics Reference
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(a)
(b)
(c)
(d)
Figure 3.10. (a) Volumetric light being cast from an omni-light, placed in a shadow-casting sphere,
rendered using 256 ray-march steps. (b) Reducing the step count to 32 steps causes bad-looking artifacts.
(c) Volumetric light rendered using 32 steps and the dither pattern to offset the ray-march sample positions.
(d) Final result after applying the bilateral Gaussian blur filter.
Figure 3.11. Horizontal bilateral Gaussian blur pass. The current pixel being processed is marked red.
The left shows the color (top) and depth (bottom) input samples. The right shows the un-normalized
weights of the samples based on Gaussian distribution and depth difference.
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