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 !
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.
Cool video, Where can I download that map? Because I've seen it before many times :O
likesoursugar 8 months ago
There are some mistakes in your shader but overall it's relatively well done...
DarkChris92 1 year ago
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 !
mcasual 2 years ago
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.
arkano22 2 years ago
Awesome result
HappyGL 2 years ago