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CGArmy
01-04-2009, 02:22 PM
Hi guys,

I just recently finished writing a SSAO and here's the results:
on vimeo (better quality):
http://vimeo.com/2716403
on youtube:
http://www.youtube.com/watch?v=RY_lfHzQrAQ

There is no pre-computation or baked textures, it is all done in real time and running at fast speed. At a resolution of 800x600 with RT shadows and skybox, I get around 90fps with SSAO and 108fps without SSAO (I know ur gonna say I should test with ms instead of fps but its easier to describe on layman terms)

http://www.hotlinkfiles.com/view/full/2187136_szj6d
http://www.hotlinkfiles.com/view/full/2187136_szj6d

skeelogy
01-05-2009, 02:42 PM
Cool stuff dude :thumbsup:

I've seen SSAO being used in games before, which basically uses the depth map to determine the amount of "occlusion". Since you can publish a paper on it, I would assume that you have somehow improved on the previous methods?

CGArmy
01-09-2009, 05:59 PM
yes, I use normals and depth so there's no 'ray casting' to be done and is alot faster. I've also tried GI with the SSAO but the problem lies with the huge sampling area required for the GI to look 'correct'

mow
01-10-2009, 08:02 PM
looking fantastic! when and where can we expect your paper about the technology?

keep it up, mo

Simon
01-11-2009, 01:00 PM
Impressive. What hardware are you running that on? I assume you drop in FPS was due the extra overhead of using a FBO/PBO rather than the computation time on the GPU.

I'll be interested in seeing the paper too as I hope to create a quality Amb Occ effect in my own engine.

CGArmy
01-18-2009, 01:36 PM
Ive been pretty swamped with work so I havent had time to write the paper yet :(

I'm running the demo on a 8800 gts, AMD 6000. The slowest part is the GPU calculation itself ever since I downsampled the SSAO by half (well 1 quarter since its height and width) and raised the sampling a little bit ;)

FistOfGod
01-19-2009, 05:37 AM
Pretty awesome man.

Waylon

Gísli
01-25-2009, 08:36 PM
This is a cool effect

There was something about it from blizzard in a Sigraph document for those that are interested

http://ati.amd.com/developer/SIGGRAPH08/Chapter05-Filion-StarCraftII.pdf

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