{"provider_url":"https://hatena.blog","author_url":"https://blog.hatena.ne.jp/hanecci/","author_name":"hanecci","type":"rich","blog_title":"OLD hanecci\u2019s blog : \u65e7 \u306f\u306d\u3063\u3061\u30d6\u30ed\u30b0","provider_name":"Hatena Blog","width":"100%","description":"I wrote a test program to calculate world space ambient occlusion and shadow using Direct3D11. It calculates per-vertex world space ambient occlusion and soft shadow at runtime by CPU, and send the results to the GPU through UnorderedAccessView at Direct3D11. Direct lighting + Ambient occlusion + So\u2026","published":"2012-07-21 00:00:00","title":"Displaying ambient occlusion and soft shadow at Direct3D11","url":"https://hanecci.hatenadiary.org/entry/20120721","height":"190","blog_url":"https://hanecci.hatenadiary.org/","version":"1.0","html":"<iframe src=\"https://hatenablog-parts.com/embed?url=https%3A%2F%2Fhanecci.hatenadiary.org%2Fentry%2F20120721\" title=\"Displaying ambient occlusion and soft shadow at Direct3D11 - OLD hanecci\u2019s blog : \u65e7 \u306f\u306d\u3063\u3061\u30d6\u30ed\u30b0\" class=\"embed-card embed-blogcard\" scrolling=\"no\" frameborder=\"0\" style=\"display: block; width: 100%; height: 190px; max-width: 500px; margin: 10px 0px;\"></iframe>","image_url":"https://cdn-ak.f.st-hatena.com/images/fotolife/h/hanecci/20120722/20120722051144.jpg","categories":[]}