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Ambient Occlusion Using DirectX Compute Shader

Authors:
In book:
Game Programming Gems 8
Edited by Adam Lake
Cengage Learning, 2010
ISBN 978-1-58450-702-4
Pages: 50–73
Citation: Jason Zink. “Ambient Occlusion Using DirectX Compute Shader”. In Game Programming Gems 8, Cengage Learning, 2010, pp. 50–73.
BibTeX entry: @incollection{ref,
author = {Jason Zink},
title = {Ambient Occlusion Using DirectX Compute Shader},
booktitle = {Game Programming Gems 8},
editor = {Adam Lake},
publisher = {Cengage Learning},
year = {2010},
pages = {50--73}
}