Results 1 to 10 of 10

Thread: SSAO Demo (Screen Space Ambient Occlusion)

  1. #1

    SSAO Demo (Screen Space Ambient Occlusion)

    He all,

    I have been playing arround with some SSAO shaders I found in this thread over at GameDev:

    http://www.gamedev.net/community/for...25&WhichPage=9

    I created 2 versions of the shaders. One using a linear depth buffer which is stored in an RGBA texture and one using the conventional depth buffer. This because I was having some problems on older hardware with the normal depth buffer.

    There is some room for improvement like using a noise texture instead of calculating it in the shader. The same goes for the sin and cos functions in the sample gathering.

    Controls:
    -Mouse+WSDA to look arround
    -F1 to switch SSAO on an off
    -F2 to switch between linear RGGA depth buffer or normal depth buffer
    -F3 swith mouse capture on and off

    Screenshots:
    Here are 2 screenshots with the SSAO turned on and off. No other lighting calculations are done here. These where made on a Geforce 7300 LE 128 mb so don`t take the FPS to serious.
    SSAO on:


    SSAO OFF:


    Download:
    Sourcecode like always is under LGPL.
    www.genesisdevice.net/ssao.zip

    Chears

    Luuk

  2. #2

    Re: SSAO Demo (Screen Space Ambient Occlusion)

    Hey, that's a very noticeable difference. I got the best results with RGBA and SSAO turned ON (of course). The controls are VERY touchy, but I can understand for a demo/sample that was the least of your concerns .

  3. #3

    Re: SSAO Demo (Screen Space Ambient Occlusion)

    It runs great on my machine. Thanks for this. I'm glad there are still members in this community who know how to accomplish advanced graphical effects like these.

    I did notice that when changing the camera orientation, the light intensity on some areas suddenly changed. There seems to be some kind of popping effect going on. Also, objects have a "dark glow" around them. I'm not sure whether this is a problem. It could be that about any SSAO implementation has this.
    Coders rule nr 1: Face ur bugz.. dont cage them with code, kill'em with ur cursor.

  4. #4

    Re: SSAO Demo (Screen Space Ambient Occlusion)

    10 FPS on my 5+ year old system. I absolutely LOVE the effect though, and turning RGBA on was necessary to make the effect look right.

  5. #5

    Re: SSAO Demo (Screen Space Ambient Occlusion)

    in the picture the SSAO looks nice



    it doesn't work in my machin CPU : P4 3Ghz ;
    RAM : 512Mb ;
    GPU : GF5200Fx (256Mb of VRAM);

    its weake now days , i know

  6. #6

    Re: SSAO Demo (Screen Space Ambient Occlusion)

    @Virtual: To run this, you'd need a Geforce 8xxx series card. The rest of your system specs are indeed not that good anymore, but they would be good enough to run the demo.
    Coders rule nr 1: Face ur bugz.. dont cage them with code, kill'em with ur cursor.

  7. #7

    Re: SSAO Demo (Screen Space Ambient Occlusion)

    Nice work,
    runs at 80 fps (FLOAT SSAO) on Radeon 4850.
    Vampyre Imaging Library
    Earth Under Fire (PGD Big Boss 3rd place)
    Domains Of Chaos (PGD Multiplexity 5th place)

  8. #8

    Re: SSAO Demo (Screen Space Ambient Occlusion)

    thanks for sharing !
    Current (and lifetime) project: FAR Colony
    https://www.farcolony.com/

  9. #9

    Re: SSAO Demo (Screen Space Ambient Occlusion)

    Great tech job !

    sorry i can't test it, i don't have a 8xxx , only a 7900gtx
    Current (and lifetime) project: FAR Colony
    https://www.farcolony.com/

  10. #10

    Re: SSAO Demo (Screen Space Ambient Occlusion)

    can you post screen-shot and shader source code again?
    i have only i945gm video (no glsl support), but it is interesting to me
    thanks

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •