Added: 3 years ago
From: arkano22
Views: 2,319
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  • Cool video, Where can I download that map? Because I've seen it before many times :O

  • There are some mistakes in your shader but overall it's relatively well done...

  • in life ambient occluded areas gather dirt and humidity, at the limit, you get like a quarter of a cylinder of darkness a wall meeta a floor. for real time shadows i gather many use 'volume shadows', they build geometry that matches the cone of darkness projected by each object. So i was thinking, maybe the same could be done with AO, build darkening geometry around occluded areas. Moving characters would have a (low-poly) darkening geometry attached to each limb. You SSAO results are good !

  • Hi! glad you like my ssao :)

    What you propose is called "Ambient Occlusion Volumes" and has been recently proposed as an alternative to raytraced AO. But to compute it efficiently you need geometry shaders.

  • Awesome result

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