You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Experiment to determine well-balanced settings for baking building AO
For baking to vertices: assess advanced baking approximations like least squares baking
Add an option to decouple the uniform grid cell size from maximum ray distance
treat the grid as a sparse voxel structure, voxelize rays and check for intersections along the line of voxels? Dispense with rays altogether? This starts to resemble voxel cone tracing
use a different datastructure, like an oct tree?
Apply some kind of inside-outside algorithm to correct model normals? (possibly not in this stage)
For baking to vertices: assess and document payload improvements of quantization
For baking to vertices: assess ways to reduce the number of attributes and varyings that need to be added to shaders
for AO on a diffuse texture, detect and use any existing TEX_COORD instead of a new varying
detect places AO can be packed in other attributes (VEC4 positions, VEC3/VEC4 normals)
For uniform grids, voxels, or octrees: experiment with space filling curves for improved triangle access.
TEX_COORD
instead of a newvarying
VEC4
positions,VEC3/VEC4
normals)The text was updated successfully, but these errors were encountered: