Εμφάνιση αναρτήσεων με ετικέτα ssao. Εμφάνιση όλων των αναρτήσεων
Εμφάνιση αναρτήσεων με ετικέτα ssao. Εμφάνιση όλων των αναρτήσεων

Σάββατο 22 Νοεμβρίου 2008

SSAO 2


fixed some bugs from the previus shader  and this is the last result .
If anybody is interested I can post the render monkey project.The above screenshot is from my dx10 engine.I have to admit I did a lot of stupid mistakes but what the hell this time i think and I hope also that the result is good (i think i said that before)

Δευτέρα 10 Νοεμβρίου 2008

SSAO Revisited


This is the follow up to the ssaoimage I posted in gamedev. I spend a lot of time for producing
a good result especially with depth values so instead I ve use normals.I think that there can be more than one implemantation and I know that this is not physically 100% correct but its nice.






Τετάρτη 6 Αυγούστου 2008

Screen Space Ambient Occlusion

I found a couple of articles about ssao and i decided to create a render monkey project to implement the algorithm.Actually this is a mix of two shaders which can be found in the following articles
http://www.codeplex.com/XNACommunity/Wiki/View.aspx?title=Screen-Space%20Ambient%20Occlusion%2c%20c%u00f3mo%20implementarlo&referringTitle=SSAO

http://www.gamedev.net/community/forums/topic.asp?topic_id=488598

Image without ssao










Image with ssao