View Full Version : Fake AO by unsharp masking the depth buffer
I've been doing some experiments on a post-process AO effect, based on this very interesting paper: Image Enhancement by Unsharp Masking the Depth Buffer (http://graphics.uni-konstanz.de/publikationen/2006/unsharp_masking/webseite/).
I've got some pretty good results now, just using standard nodes in 2.43, and wrote up an article about it on my blog. I won't re-post it all here, so click on the image to read the post. Hope you find it interesting!
http://mke3.net/projects/tests/unsharp/unsharp_ao_s.jpg (http://mke3.net/weblog/unsharp-mask-ao/)
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VirgilioVasconcelos
02-09-2007, 10:36 AM
Hi, Matt. =D
Thanks a lot for posting that. Very interesting and useful technique, specially time-saving for animations. I'll try to use it instead of the long waiting for an AO pass.
By the way, I often visit your site and found this new layout excellent (I know you've changed your site's layout a while ago, but...). Waiting for the new Blender.org =D
Cheers
Thanks, and, you're welcome :)
New Blender web stuff coming soon, undergoing a bit of a delay due to personal matters, but well on track!
mikepan
02-10-2007, 04:17 AM
very novel approach, i wonder how well it works on complex mechanical models. Gonna try it out.
I don't use Blender, but this looks like a really cool technique. I grabbed a picture of the Stanford bunny off google a few nights ago with a depth image and it seemed to maybe work well (definately need 16bit depth). I took a further look last night with a bunch of trees but could not replicate the look at all (all I got was a cartoony looking thing with black contours everywhere). I think I might download Blender and copy your settings and go from there :)
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02-14-2007, 01:34 AM
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