Ambient occlusion in threejs

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迷失自我
迷失自我 2021-01-04 02:16

I\'ve just finished porting of my first cloth simulation from opengl to webgl using three.js (can be seen here).

The thing is it looks a bit dull, and I want to add

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  • 2021-01-04 02:44

    There are several ways to produce ambient occlusion:

    • global illumination (GI)
    • global low-frequency approximation of light intensity (GI shortcuts)
    • screen-space approximations, most commonly referred to as SSAO (screen space ambient occlusion)

    here are a few discussions on ambient occlusion in three.js:

    • https://github.com/mrdoob/three.js/issues/6575 [Real Time Global/Indirect Illumination]
    • https://github.com/mrdoob/three.js/issues/4434 [Voxel Cone Tracing global illumination]
    • https://github.com/mrdoob/three.js/issues/5554 [Better shadow maps]

    most likely you would want to refer to this example from three.js to start you off:

    • http://threejs.org/examples/#webgl_postprocessing_ssao
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