if im right this just uses the zbuffer texture, for each pixel, checks the differences in z for the pixels surrounding it in and adjusts said pixels darkness based on how far "back" this pixel is compared to its neighboors (a large difference being darker?) but has a falloff curve so that the effect wont apply on things with too large a difference (foreground pixels against background pixels?) anyone care to clear things up?
@QuaziGNRLNose Basically, what u have said is roughly the first-gen SSAO algorithm's idea. However, that is already out-dated. Much more sophisticated methods have already been published.
I Like the character shown here very much. The proportions are hulking and aggressive without being ridiculous. The spikes/studs along the back and shoulders are nice touch as well.
I am also excited about this technique. I want to implement it in my own engine. The visuals look nice but I question the realism of it all. Given how the method works, and object that is not visible cannot cast shadows on screen. It makes me very skeptical for some situations. I have to say this would look awesome in GOW2 though.
he looks horny.
NoYOURtube92 5 months ago
Is this the same type of Occlusion used in Halo: Reach?
JuniorProducer1996 1 year ago
Gotta love SSAO it's so simple yet looks so great
DarkTripYT 1 year ago
what creature it that????
AngelKnight85268 1 year ago
if im right this just uses the zbuffer texture, for each pixel, checks the differences in z for the pixels surrounding it in and adjusts said pixels darkness based on how far "back" this pixel is compared to its neighboors (a large difference being darker?) but has a falloff curve so that the effect wont apply on things with too large a difference (foreground pixels against background pixels?) anyone care to clear things up?
QuaziGNRLNose 2 years ago
@QuaziGNRLNose Basically, what u have said is roughly the first-gen SSAO algorithm's idea. However, that is already out-dated. Much more sophisticated methods have already been published.
DeXtmL 1 year ago
POWERFULL
kmelalzate 2 years ago
Is this the 3d unsharp masking method?
aleksandarrodic 2 years ago
You see how there's a black aura around the claws when they're over his body? Needs z-test.
riDDimann 2 years ago 5
Apparently there is a z test, but the drop-off is too high.
aleksandarrodic 2 years ago
This comment has received too many negative votes show
DUDE! forget what I asked earlier!! HOW DO YOU BAKE THE OCCLUSION??? :o
roxonogueira 3 years ago
wow.. what's the polycount...and how much render time did you spend on this amb occlusion?
roxonogueira 3 years ago
SSAO = realtime, not render time.
tiggxtreme 3 years ago
I know..but you need to bake the texture! and I was asking how much time did it spend..
roxonogueira 3 years ago
Since when do you need to bake the texture for SSAO? AO is calculated using a depth buffer, I don't think anything needs to be baked.
tiggxtreme 3 years ago 2
yeah..I never thought game engines could calculate an aproximate AO so beautifully...in terms of cg..I am always a year or two behind..
roxonogueira 3 years ago
How difficult is the original modeling of a character with that much detail?
What program did you model/design in?
(Yes, I'm a novice at best. I just downloaded Blender and made my first snowman today XD)
What are some good ways to get started 3D modeling?
Is there something out there with the intuitiveness of, say, Google Sketchup, but detail and features more comparable to professional software?
drumagon 3 years ago
I Like the character shown here very much. The proportions are hulking and aggressive without being ridiculous. The spikes/studs along the back and shoulders are nice touch as well.
drumagon 3 years ago
Great demo, Could you give me a link were this technique is described?
azkuene 4 years ago
I am also excited about this technique. I want to implement it in my own engine. The visuals look nice but I question the realism of it all. Given how the method works, and object that is not visible cannot cast shadows on screen. It makes me very skeptical for some situations. I have to say this would look awesome in GOW2 though.
TheKrust477 4 years ago
Dewd that shadows look like they're kinda bleeding over.
cyborgtroy 4 years ago
That's because it's just screen-space AO.
tiggxtreme 3 years ago
Well, yeah. I wonder if there's a way to fix that.
cyborgtroy 3 years ago
nice to see a video example of this. i had been thinking about a similar effect a week ago and then heard about Crytek's usage of it.
looks nice, even if some issues are visible with shadows going too far in some situations, though there's only so much you can do in screenspace :)
julz
JulzMighty 4 years ago
No way that's real time... is it?
metabog 4 years ago
Yes, it's real-time. But there is a problem with the recording program so the fps down when the mouse move.
fallingcat 4 years ago
Of course it is! Crysis is using a similar approach. This is really exciting!
SonicEther 4 years ago