With my 11bit depth buffer technique in PV3D the primary goal was enabling post processing effects that are only achievable with a depth buffer however at the back of my mind I wondered if depth testing was in some way feasible.
Using the same Pixel Bender kernel as my previous depth of field experiment it is possible to achieve depth based fog. Source code for this example included!
The biggest issue with my past DOF experiments was the lack of depth buffer precision. With my latest PV3D depth buffer implementation providing 11bit precision at the pixel level the past DOF limitations are no longer an issue.
Screen Space Ambient Occlusion is a post processing technique for approximating the shading achieved by ambient occlusion. In this example I implement SSAO for Papervision using a custom depth buffer material and Pixel Bender.
An early preview of my Screen Space Ambient Occlusion implementation in Papervision. Utilizing an 11bit depth buffer and Pixel Bender kernel.
One of the features that most modern graphics accelerators support is a ZBuffer (also known as a depth buffer). This can be thought of as an image that provides per pixel depth information. In this experiment I emulate a ZBuffer in Papervision and use it to create a realtime volumetric Depth of Field effect.