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SSAO Demo
#288028
09/03/09 17:48
09/03/09 17:48
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Joined: Mar 2006
Posts: 2,252
Hummel
OP
Expert
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OP
Expert
Joined: Mar 2006
Posts: 2,252
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Hi, after developing my Wavefield demo for the shader contest, I tried something new and started writing a GS SSAO implementation. The technique is very similar to the one described in the Starcraft2 paper. Here are some screenshots (2x with+without+ssao_mask): http://img527.imageshack.us/gal.php?g=ssao1with.pngIt´s still not perfect as I downsample the depthmap for a around 10fps performance boost, but get artifacts depending on the lost of information. The shown screens run with about 80-100fps here... Some feedback would be cool regards, Hummel PS: Winning a Prof version from the contest could motivate me to upload the Demo+sourcecode^^
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Re: SSAO Demo
[Re: Hummel]
#288043
09/03/09 19:15
09/03/09 19:15
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Joined: Oct 2007
Posts: 5,210 Ä°stanbul, Turkey
Quad
Senior Expert
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Senior Expert
Joined: Oct 2007
Posts: 5,210
Ä°stanbul, Turkey
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looks like you are already winning a Pro edition, afaik 2 pro editions awareded this time. as first and second prize. would love get my hands on that.
3333333333
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Re: SSAO Demo
[Re: darkinferno]
#288049
09/03/09 19:58
09/03/09 19:58
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Joined: Jul 2005
Posts: 1,930 Austria
Dark_samurai
Serious User
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Serious User
Joined: Jul 2005
Posts: 1,930
Austria
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I'm still thinking that SSAO is one of the most useless shader... All I can see is that with ssao, objects have a dark glow.
I know SSAO should give the scene more depth, but I simply can't see any difference?! Or am I overlooking something?
(@Hummel: Please don't see this as negativ criticsm of your work!)
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Re: SSAO Demo
[Re: darkinferno]
#288053
09/03/09 20:06
09/03/09 20:06
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Joined: Mar 2006
Posts: 2,252
Hummel
OP
Expert
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OP
Expert
Joined: Mar 2006
Posts: 2,252
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Oh-I forgot to mention that it is a small level with some newton-physics I decided to use a physic-level to get an extremly dynamic scene. Thx for the comments! @dark_samurai: normaly SSAO shouldn´t give a dark glow as long as an oject is f.e. not directly in front of a wall. The SSAO term (should) decribe/s wich parts of the scene were generally reached by less light. Imo the quality difference is quite big-f.e. it gives the player more information about the distance between objects.
Last edited by Hummel; 09/03/09 20:15.
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Re: SSAO Demo
[Re: Dark_samurai]
#288063
09/03/09 21:03
09/03/09 21:03
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Joined: Aug 2003
Posts: 7,439 Red Dwarf
Michael_Schwarz
Senior Expert
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Senior Expert
Joined: Aug 2003
Posts: 7,439
Red Dwarf
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I'm still thinking that SSAO is one of the most useless shader... All I can see is that with ssao, objects have a dark glow. I don't really like SSAO myself, mostly because I have A6 and I can't use it, haha. But to help you see the difference. SSAO gives objects shading and shadows like on an overcast day. You have no real shadows, but when something is near another surface you can see a extremely blurry shadow, more of a dark blob. I know that is not what SSAO does, but to the "amateur" (no offense) that's the easiest way to comprehend it. As for the screens: Nice, what GPU do you have? 80-100 fps on 1680x1050?
"Sometimes JCL reminds me of Notch, but more competent" ~ Kiyaku
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Re: SSAO Demo
[Re: Michael_Schwarz]
#288067
09/03/09 21:31
09/03/09 21:31
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Joined: Jun 2004
Posts: 655 to your left
BoH_Havoc
User
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User
Joined: Jun 2004
Posts: 655
to your left
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This doesn't look half bad There is still much room for improvement of course (you know that yourself i guess ), but efficient ssao really is a b1tch to create. We should exchange ssao shaders sometime, mix them up and maybe finally create a working one for the sake of pushing A7 ? Anyway, good work and keep it up!
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