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Foxfire's SSAO
#241252
12/15/08 02:52
12/15/08 02:52
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Joined: Apr 2008
Posts: 235 TEXCOORD3
Foxfire
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Hey, For my christmas contribution this year, I am releasing a script, demo, and tutorial on SSAO!
Because so many of you guys have been asking for it, I will provide it.
In a minute I will upload some pictures of the shader.
The Screen Space Ambient Occlusion shader runs efficientley enough to implement in your 3D game and transforms occluded areas into realistic shadows that can make your image "pop out" of the screen! In my implementation, you simply need to create an extra view which renders each pixels depth to the camera which then feeds into a post processing view that calculates the per pixel ambient occlusion. The result can be added or multiplied to the final scene or used in the camera's shaders to effect specualr highlights and other shadow-dependent factors.
Please note that the lighter shadows in the scene are actuallt NOT the SSAO (they are a HUGE VSM effect covering 1000 quants). The process I developed also eliminates false edges and occlusion without a edge detection system. This speeds up the shader by nearly 2 times over the classic implementation!!! I also used a fixed texture kernal so there is virtually no noise! pixel samples are repeated every nxn sample to allow for larger scale occlusions however the non-rotated kernal means no noise. Please enjoy this, I will release it a bit closer to Christmas. -Mike-
http://www.groundtacticsgame.com/Alienware m17x R Custom laptop specs: Intel Core 2 Extreme Quad CPU Q9300 2x Nvidia 280GTX 2GB vram 6GB ddr3 memory@ 1333Mhz 512GB SSD 1200p 17' screen runs Crysis Warhead on max settings at 1200p at 90 fps
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Re: Foxfire's SSAO
[Re: Foxfire]
#241253
12/15/08 02:58
12/15/08 02:58
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Foxfire
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http://www.groundtacticsgame.com/Alienware m17x R Custom laptop specs: Intel Core 2 Extreme Quad CPU Q9300 2x Nvidia 280GTX 2GB vram 6GB ddr3 memory@ 1333Mhz 512GB SSD 1200p 17' screen runs Crysis Warhead on max settings at 1200p at 90 fps
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Re: Foxfire's SSAO
[Re: Foxfire]
#241256
12/15/08 03:11
12/15/08 03:11
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
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g'day Foxfire,
can you show us screenshots that only show the ambient occlusion, or some that accentuate it, so it's more obvious?
it does look good though, and sounds very clever :P
julz
Formerly known as JulzMighty. I made KarBOOM!
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Re: Foxfire's SSAO
[Re: JibbSmart]
#241259
12/15/08 04:10
12/15/08 04:10
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Joined: Apr 2008
Posts: 235 TEXCOORD3
Foxfire
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http://www.groundtacticsgame.com/Alienware m17x R Custom laptop specs: Intel Core 2 Extreme Quad CPU Q9300 2x Nvidia 280GTX 2GB vram 6GB ddr3 memory@ 1333Mhz 512GB SSD 1200p 17' screen runs Crysis Warhead on max settings at 1200p at 90 fps
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Re: Foxfire's SSAO
[Re: Foxfire]
#241260
12/15/08 04:14
12/15/08 04:14
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Joined: Apr 2008
Posts: 235 TEXCOORD3
Foxfire
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http://www.groundtacticsgame.com/Alienware m17x R Custom laptop specs: Intel Core 2 Extreme Quad CPU Q9300 2x Nvidia 280GTX 2GB vram 6GB ddr3 memory@ 1333Mhz 512GB SSD 1200p 17' screen runs Crysis Warhead on max settings at 1200p at 90 fps
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Re: Foxfire's SSAO
[Re: Foxfire]
#241261
12/15/08 04:21
12/15/08 04:21
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Joined: Apr 2008
Posts: 235 TEXCOORD3
Foxfire
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This first examples are Ambient + Diffuse + shadows + textures. Note the last example. The occlusion is correctley portrayed even at multiple distances. The wires from the pipleine occlude only against the pillars (not the sky or other wires). Objects closer to the camera also occlude without unwanted bias (and objects very far away). Also notice how deeper occlusions are darker, in all these examples I super saturated the ambient result to highlight the ambient occlusion. This can easily be modified for a more realistic level of AO in your game. You can also reduce the "radiosity exposure" to increase the amount of gradation between deep and shallow occluders (again, I set the exposure very high so that all occlusions would be considered very "deep").
good night - Michael H Auerbach -
http://www.groundtacticsgame.com/Alienware m17x R Custom laptop specs: Intel Core 2 Extreme Quad CPU Q9300 2x Nvidia 280GTX 2GB vram 6GB ddr3 memory@ 1333Mhz 512GB SSD 1200p 17' screen runs Crysis Warhead on max settings at 1200p at 90 fps
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