Differences
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| Both sides previous revision Previous revision | |||
| realtime:screenspace [2026/10/31 23:03] – [claude] separate effects from materials, fix SSAO/SSR/decal wording, H3 subheadings, tidy, arrow lines as plain text claude | realtime:screenspace [2026/10/31 23:05] (current) – [claude] restore arrow lines as code boxes, at mh's request claude | ||
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| Instead of computing how light interacts with geometry, they **reuse what the camera has already rendered** and manipulate it to produce the desired visual result. | Instead of computing how light interacts with geometry, they **reuse what the camera has already rendered** and manipulate it to produce the desired visual result. | ||
| - | → If it is not visible on the screen, it does not exist. | + | |
| This describes Screen Space effects (SSAO, SSR...). Screen Space materials are the other family: they display a texture aligned with the camera, rendered by the scene or not. | This describes Screen Space effects (SSAO, SSR...). Screen Space materials are the other family: they display a texture aligned with the camera, rendered by the scene or not. | ||
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| A Screen Space material **ignores object-based shading** and instead **displays content aligned with the camera view**. | A Screen Space material **ignores object-based shading** and instead **displays content aligned with the camera view**. | ||
| - | → geometry becomes a canvas\\ | + | |
| - | → the screen becomes the reference | + | → the screen becomes the reference |
| Properties: | Properties: | ||
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| Instead of tracing rays through the 3D scene: | Instead of tracing rays through the 3D scene: | ||
| - | → march rays through the depth buffer\\ | + | |
| - | → reuse visible pixels as reflection data | + | → reuse visible pixels as reflection data |
| ==== Limitations ==== | ==== Limitations ==== | ||
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| ==== All share ==== | ==== All share ==== | ||
| - | → operate on screen-space buffers (color, depth, normals)\\ | + | |
| - | → avoid expensive world simulation | + | → avoid expensive world simulation |
| ===== Real-Time Philosophy ===== | ===== Real-Time Philosophy ===== | ||
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| ==== Key advantage ==== | ==== Key advantage ==== | ||
| - | → What you see = what you output | + | |
| ===== Limitations ===== | ===== Limitations ===== | ||
| Line 166: | Line 166: | ||
| ==== Use when ==== | ==== Use when ==== | ||
| - | → control > realism | + | |
| ===== Final Rune ===== | ===== Final Rune ===== | ||
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| They **control what the audience perceives**. | They **control what the audience perceives**. | ||
| - | → Geometry becomes support\\ | + | |
| - | → The screen becomes truth | + | → The screen becomes truth |