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Re: trying to get ssao working, too
[Re: BoH_Havoc]
#179822
01/25/08 19:59
01/25/08 19:59
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Joined: Mar 2006
Posts: 2,758 Antwerp,Belgium
frazzle
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@ ello: I guess you'll eventually get it right with some modifications but it looks promising so far I've done some research and there are basically three tricks:
- 1. applying dithering to the samplers since using a low sampling rate of the occlusion will cause artifacts. In your case, this could solve the edge bleeding issue.
- 2. blurring the AO term and storing it in an occlusion map.
- 3. create two passes.
3.1 pass one ; rendering the scene normally. 3.2 pass two ; full screen quad pass to compute the ambient occlusion at each pixel and use it to modify the already computed lighting from pass one.
Might be hard to achieve though but I guess this is logic since it's a next-gen shader effect Edit: handy article about SSAO Cheers Frazzle
Last edited by frazzle; 01/25/08 20:01.
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Re: trying to get ssao working, too
[Re: frazzle]
#179823
01/25/08 20:28
01/25/08 20:28
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Joined: Jan 2004
Posts: 2,013 The Netherlands
Excessus
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Quote:
# 1. applying dithering to the samplers since using a low sampling rate of the occlusion will cause artifacts. In your case, this could solve the edge bleeding issue.
How can dithering solve the edge bleeding issue? Maybe I don't understand, but I don't think it solves the edge bleeding issues. I think you could solve the edge bleeding issues with a smart blur. Don't blur the pixel if the depth delta with neighbours is too big.
Quote:
# 3. create two passes. 3.1 pass one ; rendering the scene normally. 3.2 pass two ; full screen quad pass to compute the ambient occlusion at each pixel and use it to modify the already computed lighting from pass one.
That's not really a trick is it? It's the whole idea of the algorithm sumarized.
I think you won't get very good results with this technique, ello (I would be happy if you proved me wrong!). I think you'll get better results when you use the technique shown in the article frazzle posted. You have to actually unproject some points (with the depth and view vector) to check for occlusion.
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Re: trying to get ssao working, too
[Re: Excessus]
#179824
01/25/08 21:04
01/25/08 21:04
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Joined: Mar 2006
Posts: 2,758 Antwerp,Belgium
frazzle
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@ Excessus: I didn't stated it from my own experience, I actually never tried AO and I barely was up-to-date about the logarithm used within SSAO so I did some research about it. The article I posted was the fundation were on I posted the suggestions, that's why I wrote 'could' Anyway, thanks for correcting this and I hope this article is somehow helpful to you ello Cheers Frazzle
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Re: trying to get ssao working, too
[Re: frazzle]
#179825
01/25/08 22:14
01/25/08 22:14
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
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download the shader workshops. you'll see how jcl uses a R32-bit TargetMap.
@BoH_Havoc: mine doesn't have that issue. i can't imagine what's happening, but mine works quite well (not the final result, yet, but the blurring of the R32-bit depth map in a separate map and comparing the results).
are you doing separate horizontal and vertical blurring to reduce the samples? i was planning on doing that if i find time today, but at the moment my shader (in a rather un-optimised fashion) generates the difference map in the same stage as the blur, so with no need to access the depth map later. i can't imagine why it would get blurred, though, if you have it in a different bmap altogether :S
julz
Formerly known as JulzMighty. I made KarBOOM!
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Re: trying to get ssao working, too
[Re: frazzle]
#179827
01/26/08 00:15
01/26/08 00:15
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
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twasn't directed at you it was actually @ Slin, and any others who haven't got 32-bit depth maps working the easy way. julz
Formerly known as JulzMighty. I made KarBOOM!
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Re: trying to get ssao working, too
[Re: ello]
#179829
01/26/08 17:00
01/26/08 17:00
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Joined: Mar 2006
Posts: 2,758 Antwerp,Belgium
frazzle
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@ Julz: Ah oke, well I guess I misinterpretated that ^^ The reason why I thought that you adressed it towards me is because your post has got a 'RE: frazzle' @ ello: I think I need to do some check up work as well since I'm not fully up-to-date about ssao yet Anyway, I hope you'll get it right soon Cheers Frazzle
Antec® Case Intel® X58 Chipset Intel® i7 975 Quad Core 8 GB RAM DDR3 SSD OCZ®-VERTEX2 3.5 x4 ; HD 600 GB NVIDIA® GeForce GTX 295 Memory 1795GB
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Re: trying to get ssao working, too
[Re: frazzle]
#179830
01/26/08 23:08
01/26/08 23:08
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
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Quote:
'RE: frazzle'
aha, sorry bout that. a symptom of "quick reply"
@ ello: i'd love to see screenshots using a 32-bit depth map, if there's any difference. with any luck i'll be able to have a somewhat decent ssao up soon too.
julz
Formerly known as JulzMighty. I made KarBOOM!
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