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SSAO Demo #288028
09/03/09 17:48
09/03/09 17:48
Joined: Mar 2006
Posts: 2,252
Hummel Offline OP
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Hummel  Offline OP
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Joined: Mar 2006
Posts: 2,252
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.png

It´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 wink

regards,
Hummel

PS: Winning a Prof version from the contest could motivate me to upload the Demo+sourcecode^^

Re: SSAO Demo [Re: Hummel] #288043
09/03/09 19:15
09/03/09 19:15
Joined: Oct 2007
Posts: 5,210
Ä°stanbul, Turkey
Quad Offline
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Quad  Offline
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Joined: Oct 2007
Posts: 5,210
Ä°stanbul, Turkey
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. wink


3333333333
Re: SSAO Demo [Re: Quad] #288046
09/03/09 19:39
09/03/09 19:39
Joined: May 2009
Posts: 1,816
at my pc (duh)
darkinferno Offline
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darkinferno  Offline
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Joined: May 2009
Posts: 1,816
at my pc (duh)
Originally Posted By: Quadraxas

would love get my hands on that. wink


i second that laugh

Re: SSAO Demo [Re: darkinferno] #288049
09/03/09 19:58
09/03/09 19:58
Joined: Jul 2005
Posts: 1,930
Austria
Dark_samurai Offline
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Dark_samurai  Offline
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Joined: Jul 2005
Posts: 1,930
Austria
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
Joined: Mar 2006
Posts: 2,252
Hummel Offline OP
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Hummel  Offline OP
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Posts: 2,252
Oh-I forgot to mention that it is a small level with some newton-physics wink
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.
Re: SSAO Demo [Re: Dark_samurai] #288055
09/03/09 20:14
09/03/09 20:14
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Pappenheimer  Offline
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Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
I don't know what is meant with depth, but ambient occlusion adds shadow where we normally expect shadow, mainly where edges and objects touch each other.
When you look at the pic above 'without SSAO', there are no shadows or darkness between and under the objects, and that looks as if the objects fly or have unnatural lights attached.

Re: SSAO Demo [Re: Pappenheimer] #288058
09/03/09 20:40
09/03/09 20:40
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
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Slin  Offline
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Posts: 2,713
Lübeck
SSAO is what bump mapping was a few years ago... It was the latest technolegy, which many considered to be to slow to be used in realtime, when it was used in Crysis and now it is on its best way to get a standart. Interesting is only going to be which way of doing it is going to be the most popular one.
In my opinion, it can help to add a lot of additional depth and atmosphere into a scene and is just an awsome technique tongue

I am amazed by Hummels results, although there is of course still a lot of space for improvements tongue

Re: SSAO Demo [Re: Dark_samurai] #288063
09/03/09 21:03
09/03/09 21:03
Joined: Aug 2003
Posts: 7,439
Red Dwarf
Michael_Schwarz Offline
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Michael_Schwarz  Offline
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Posts: 7,439
Red Dwarf
Originally Posted By: Dark_samurai
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
Re: SSAO Demo [Re: Michael_Schwarz] #288064
09/03/09 21:27
09/03/09 21:27
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
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Machinery_Frank  Offline
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Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
I have read that some graphic cards will do AO automatically if you switch this on in their driver. So it might be that such custom shader AO effects will become redundant in the future.


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Re: SSAO Demo [Re: Michael_Schwarz] #288067
09/03/09 21:31
09/03/09 21:31
Joined: Jun 2004
Posts: 655
to your left
BoH_Havoc Offline
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BoH_Havoc  Offline
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Joined: Jun 2004
Posts: 655
to your left
This doesn't look half bad laugh
There is still much room for improvement of course (you know that yourself i guess laugh ), 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! laugh


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