Hey,
For my christmas contribution this year, I am releasing a script, demo, and tutorial on SSAO!
Because so many of you guys have been asking for it, I will provide it.
In a minute I will upload some pictures of the shader.
The Screen Space Ambient Occlusion shader runs efficientley enough to implement in your 3D game and transforms occluded areas into realistic shadows that can make your image "pop out" of the screen! In my implementation, you simply need to create an extra view which renders each pixels depth to the camera which then feeds into a post processing view that calculates the per pixel ambient occlusion. The result can be added or multiplied to the final scene or used in the camera's shaders to effect specualr highlights and other shadow-dependent factors.
Please note that the lighter shadows in the scene are actuallt NOT the SSAO (they are a HUGE VSM effect covering 1000 quants). The process I developed also eliminates false edges and occlusion without a edge detection system. This speeds up the shader by nearly 2 times over the classic implementation!!! I also used a fixed texture kernal so there is virtually no noise! pixel samples are repeated every nxn sample to allow for larger scale occlusions however the non-rotated kernal means no noise. Please enjoy this, I will release it a bit closer to Christmas. -Mike-
http://www.groundtacticsgame.com/Alienware m17x R Custom laptop
specs:
Intel Core 2 Extreme Quad CPU Q9300
2x Nvidia 280GTX 2GB vram
6GB ddr3 memory@ 1333Mhz
512GB SSD
1200p 17' screen
runs Crysis Warhead on max settings at 1200p at 90 fps