Commit graph

16 commits

Author SHA1 Message Date
samcake
36d58a2b82 Finish the integration of the diffusion pass in the SurfaceGeometryPass job, clean up ui 2016-07-19 10:34:06 -07:00
samcake
be4839d46c a better depth filter 2016-07-18 12:26:04 -07:00
samcake
5a0ce81516 Performing the curvature generation and diffusion at half the resolution 2016-07-18 03:54:05 -07:00
samcake
378f4576fa a bit better making the curvature and diffusion passes 2016-07-17 20:18:06 -07:00
samcake
9332f82d54 Carrefully improving the curvature generation performances 2016-07-17 17:13:07 -07:00
samcake
f6671b34fa Fix the transformation problem for rendering the mini mirror (scattering is still screwed though) 2016-07-13 18:26:53 -07:00
samcake
d128af48db Fix the curvature issue in stereo by evaluating in the mono clip space, not stereo. INtegrate the scattering in simple ambient without IBL 2016-06-28 13:47:55 -07:00
samcake
a619a142ed Friday night build, working on getting the LUT generated on the GPU 2016-06-24 17:48:40 -07:00
samcake
884b9211c6 Curvature is looking correct now without artefact, moving on to the lighting 2016-06-23 17:13:48 -07:00
samcake
3ec14fd746 MErging and still trying to understand the curvature isssue 2016-06-22 18:06:55 -07:00
samcake
bd28498833 trying to fix the curvature artefact 2016-06-21 18:25:02 -07:00
samcake
28886f6ec3 Many improvments 2016-06-10 17:18:12 -07:00
samcake
e69022285e A lot more stuff to try to see the skin scattering 2016-06-08 18:58:50 -07:00
samcake
75a5f6bd89 Intoducing the bluring as a separate Job reusable and the first version of curvature 2016-06-07 18:13:40 -07:00
samcake
8d90570f72 Correcting the Z sign 2016-06-06 09:29:50 -07:00
samcake
0ea1e7c6b5 Adding acleaner way to do all the deferred frame transform manipulation 2016-06-03 19:29:48 -07:00