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SSAO is back on track...

Published November 30, 2007
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Screen Space Ambient OcclusionI still haven't finished my task scheduling homework/project, but it was driving me mad to have the SSAO not working so I took a break for a few hours and got it working. Here is a screenshot of the raw output from the depth tests - for each of eight samples, if the sample produces a depth value that is visible to the viewer (i.e. not behind the scene depth value) then the output color is incremented by 1/8.



It feels pretty good to have it working, and now I can begin grinding down to the heart of the algorithm to try to gain some insight into the performance vs. quality characteristics. The technique is actually pretty easy to get working, and is relatively low cost for the increase in image quality. Whoever it was at Crytek that had this idea, thank you and we salute you [grin][grin].
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Comments

Besome Games
I like elephants! Hopefully you can turn this into something very usefull when your done. It seems really difficult to do 3D games as there is alot more you have to take into account, but it seems like your doing a good job so far. Keep up the good work!
November 30, 2007 11:33 AM
jollyjeffers
That, Sir, is very cool [cool]

When you get around to it I'd be interested to know more about the performance/quality scale. I assume its a function of screen space, so probably quite compatible with deferred shading and possibly even reduced-size render targets (e.g. improve performance with a half-sized RT)...

I assume you'd do some sort of smoothing operation to reduce the noisiness before allowing it to contribute to the final render?

Keep up the good work
Jack
November 30, 2007 12:15 PM
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