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Re: Crytek's SSAO development thread [Re: Superku] #343642
10/08/10 12:05
10/08/10 12:05
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HeelX Offline OP
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As you might have seen it, there seems to be a bug in either the particle system of GS or in my code - the particles are drawn brighter as they are into the AO'ed-scene. JCL confirmed it and is working on it after he has finished some more urgent work.

In the meantime I will have a look at (blurred-) stencil shadows, since this is maybe the most popular method of adding dynamic shadows atm. I already had some requests for the support of the new PSSM feature, but first I didn't tried it yet and second I want to wait until it has matured a little bit more so that JCL releases a public beta release in some time. Sounds reasonable, ain't it?

I started programming on Trixie HD and will be away from 12.-22.10. (London & the Netherlands), so don't expect any big news until the end of the month.

Best regards,
-Chris

Last edited by HeelX; 10/08/10 12:06.
Re: Crytek's SSAO development thread [Re: HeelX] #343644
10/08/10 12:20
10/08/10 12:20
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Kiel (Germany)
Yes, I've followed your bug report. Nevertheless, I find that the particles look much more appealing to the eye because of this bug. wink
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Re: Crytek's SSAO development thread [Re: Superku] #343837
10/10/10 18:49
10/10/10 18:49
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HeelX Offline OP
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Short message: stencil shadows are now working correctly, so that you can use stencil_blur(1); from mtlView.c now:

(watch it fullsize by rightclick .. / show image)


Since I have access to normal- and depth values per pixel, I am thinking of adding my own support for screen-space blurring the stencil shadows - because I can then avoid shadow bleeding (because it is --screen-space-- blurred) and offer better blurring methods (I hate that poisson blur... it is too soft for my taste)).

I am also very disappointed that block-lightmaps, the stencil shadow map and my AO map are ultimately multiplied all together. Isn't taking just the darkest value more realistic? I never saw that e.g. a shadow of a person, who is walking into a shadow from a house, is darkening the shadow of the house tongue

Grr... man, I hate monolithic shader solutions (like those one and half things which are talked about here and then) but I think I have to take this convenient opportunity in the future tongue

Last edited by HeelX; 10/10/10 18:51.
Re: Crytek's SSAO development thread [Re: HeelX] #344089
10/13/10 18:51
10/13/10 18:51
Joined: Dec 2008
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Germany
Rackscha Offline
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Well,
the Shadow darkens shadow effect is truly present, even with a house shadow.
Sometimes its more/less noticeable.

Effect is caused by less 'Light bounces' hitting the environment, blocked by your body.


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Re: Crytek's SSAO development thread [Re: Rackscha] #344103
10/13/10 21:08
10/13/10 21:08
Joined: Oct 2007
Posts: 5,210
Ä°stanbul, Turkey
Quad Offline
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Ä°stanbul, Turkey
which is actually what ambient occlusion does, still your shadow and house's shadow do not add up.


3333333333
Re: Crytek's SSAO development thread [Re: Quad] #345747
10/29/10 11:18
10/29/10 11:18
Joined: Nov 2007
Posts: 318
Brasil, Paraná
NeoNeper Offline
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Brasil, Paraná
hooooo that Niceeeeee


Please! Use easy words to be translated. because my English is not very good! Grateful.
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Re: Crytek's SSAO development thread [Re: NeoNeper] #346596
11/07/10 21:38
11/07/10 21:38
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HeelX Offline OP
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Good news for some guys: the current development version of the SSAO solution is now fully compatible to A7.86 and A8.

Re: Crytek's SSAO development thread [Re: HeelX] #346636
11/08/10 13:09
11/08/10 13:09
Joined: Oct 2002
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Zapan@work Offline
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When do you plan to upload a new version?

Re: Crytek's SSAO development thread [Re: Zapan@work] #346658
11/08/10 17:04
11/08/10 17:04
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HeelX Offline OP
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Originally Posted By: Zapan@work
When do you plan to upload a new version?


When the next public A8 version will be released, because it includes a necessary bugfix for the newly added particle stage. I also want to take the opportunity to take that time to reduce the memory consumption a bit.

Last edited by HeelX; 11/08/10 17:05.
Re: Crytek's SSAO development thread [Re: HeelX] #346661
11/08/10 17:08
11/08/10 17:08
Joined: Oct 2002
Posts: 806
Zapan@work Offline
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Zapan@work  Offline
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What about performance? Are there some improvements also?


wink

Last edited by Zapan@work; 11/08/10 17:09.
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