Screen Space Ambient Occlusion Solution
hello,
I present to you the 4th version of my SSAO shader.
NOTE: I HAVE NOT PROGRAMMED DEPTH EDGE REMOVAL YET.
This shader uses a state-of-the art post-processing pass to find a general global illumination solution for the ambient term.
My shader is several times faster than the shader presented by Crytek. I use advance polygon to pixel derivatives to control 4 ray traces in the pixel shader to calculate the difference between the possible and definate intersections of back-face culled objects in screen space.
I use a linear rotation kernal to prevent noise collection and I therfor do not use a 2nd blurring pass.
The image above also contains 2 projective lights that are dynamically rendering within the image.
Together, I can run 4 instances of SSAO on my 1440x900 pixel screen with a fps of between 25 and 30 fps with 1 million polygons.
My meathod for ambient occlusion collection is original and will be presented in a article within the next few months. Once published, I will offer the source code to the community for free! If you have any questions, please contact me at mauerbach@comcast.net.
-Michael H. Auerbach-
notes:
This was done with A7 Gamestudio.
Some models are from Dexsoft (industrial pack).
My gpu is 1x Nvidia GeForce 8700m GT.