Friday, April 12, 2013

Game Graphic 10


 This Assignment ask us to finish soft intersection. So we had to built depth pass first to store opaque bucket information first, then use it on soft intersection Effect. This time we name this information as "view depth texture". Similar to Assignment 9 except that we only output value to red channel. So D3DFMT_R16F texture  was used.......... Nothing beyond clear, preparing data for use, send data to shade for rendering.


Some detail to mention: Lots of trick parts in this assignment, especially to implement comparing current fragments' view depth with the previous view depth.  And remember normalize Z value at first=.=


Here is the result of soft intersection:


Depth Buffer:
   
Depth texture in red Channel:




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