12
Sep
08

SSAO Test

No time to explain, as I have to go to bed in a minute, but these are initial experiments based on this article on Screen Space Ambient Occlusion, a technique to simulate self-shadowing on 3D objects. I’ll write more next week.

It needs a lot of tweaking, but I’m quite pleased so far.

More info to follow.

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8 Responses to “SSAO Test”


  1. September 12, 2008 at 10:48 pm

    wow, thats gorgeous!! is this realtime? i’ve been meaning to get into realtime ambient occlusion for ages! and this looks sweet!

  2. September 12, 2008 at 10:54 pm

    nice one. can’t wait to see more 🙂

  3. September 14, 2008 at 8:10 pm

    HRM. Interesting hack.

  4. September 14, 2008 at 8:15 pm

    Actually, where are you getting the ZBuffer from? Using a GLSL Shader ?

  5. 5 yanomano
    September 14, 2008 at 9:14 pm

    w.o.w
    as always you are coming with very cool new things !
    can’t wait to see more !…:)

  6. 6 toneburst
    September 14, 2008 at 10:04 pm

    Hi yanomano!

    Cheers! It was surprisingly easy.
    Now the challenge is to make it run faster (as usual).

    a|x

  7. 7 toneburst
    September 14, 2008 at 10:11 pm

    Hi vade 🙂

    To answer your question:

    Yes, a very simple one that just maps the distance from 0.0,0.0,0.0 in Eye Space to a greycale (as in the 3rd pic). The plan is then to embed this in the alpha of the texture, and extract it later for processing once the shader has been rendered in a Render In Image. Currently, I’m running two separate shaders, each rendered to an image. One does the shading and the other produces the depthmap. Obviously this is massively inefficient, but I wanted to see if the effect worked before trying to optimise it.

    a|x

  8. September 14, 2008 at 11:27 pm

    Cool, thats what I expected. It looks quite nice. I did some quick experimenting based on the link you suggested, bug havent gotten anything working similarly to what you have. Good stuff 🙂 Keep it up


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