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http://msdn.microsoft.com/en-us/library/ee416412%28VS.85%29.aspx
这是 MSDN 上提供的 AMD HDAO 10.1 例程介绍。
对于 HDAO 的实现,里面是这样描述的:
"At its core, it detects valleys in depth"
"HDAO performs a single full-screen pass that requires only a single sample depth buffer as input. The pixel shader samples many depth texels in a solid pattern around the pixel of interest. It actually collects twin pairs of depth texels that have a special relationship. These texels are then mirrored through the pixel of interest."
"Performance
HDAO is an expensive effect, and in particular the texturing burden is very high. To alleviate this cost, the Direct3D 10.1 gather4 instruction has been used to accelerate the sampling. Instead of reading a single sample at a time, we collect four. This greatly reduces the texturing overhead of the technique. Another benefit to working on four samples at a time is that the calculations can also be vectorized in a very natural way." |
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