Sunday, October 21, 2012

Screen Space Ambient Occlusion: Renderman implementation

I tried yesterday to implement SSAO technique in renderman shaders work
based on the depth map. While many artifacts.
But I hope I can fix them and realize the basic computing on GPU by CUDA.
Work in progress.

Sunday, October 7, 2012

Pixar Opensabdiv

I compiled Pixar Opensabdiv examples. This is an amazing tool and also a good example of using GLSL with MAYA plugin.
Unfortunately a subdivs sometimes disappears if I increase the shadrs level of subdivision.