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authorNvPhysX <[email protected]>2016-03-25 08:34:30 -0400
committerNvPhysX <[email protected]>2016-03-25 08:34:30 -0400
commit13df47aa3cda5e5cec46785fbd8a8e97ba4c1478 (patch)
treeed7e96160baa7c7ae5c4e201a0553b23a5bb8fbd
parentUpdate README.md (diff)
downloadhbaoplus-13df47aa3cda5e5cec46785fbd8a8e97ba4c1478.tar.xz
hbaoplus-13df47aa3cda5e5cec46785fbd8a8e97ba4c1478.zip
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See Documentation under \doc.
NVIDIA HBAO+ 3.0.
+----------------------
Overview
+---------
HBAO+ is a SSAO algorithm designed to achieve high GPU efficiency. The algorithm is based on HBAO [Bavoil and Sainz 2008], with the following differences:
@@ -16,6 +18,7 @@ To avoid over-occlusion artifacts, HBAO+ uses a simpler AO approximation than HB
To minimize flickering, the HBAO+ is always rendered in full resolution, from full-resolution depths.
Package
+--------
doc/—this documentation page.
lib/—header file, import libraries and DLLs, for Win32, Win64, Mac OS X and Linux.
@@ -23,6 +26,7 @@ lib/—header file, import libraries and DLLs, for Win32, Win64, Mac OS X and Li
samples/—source for sample applications demonstrating NVIDIA HBAO+.
Getting Started
+---------------
INITIALIZE THE LIBRARY:
GFSDK_SSAO_CustomHeap CustomHeap;
@@ -61,6 +65,7 @@ status = pAOContext->RenderAO(pD3D11Context, Input, Params, Output);
assert(status == GFSDK_SSAO_OK);
Data Flow
+---------
Input Requirements
The library has entry points for D3D11, D3D12 and GL3.2+.
Requires a depth texture to be provided as input, along with associated projection info.
@@ -73,6 +78,7 @@ Defines a sub-area of the input & output full-resolution textures to be sourced
The library re-allocates its internal render targets if the Viewport.Width or Viewport.Height changes for a given AO context.
MSAA Support
+------------
Requirements
The input depth & normal textures are required to have matching dimensions and MSAA sample count.
The output render target can have arbitrary dimensions and MSAA sample count.