Nytro Game Engine - SSAO - Screen Space Ambient Occlusion

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Uploaded by on Dec 8, 2009

SSAO - Screen Space Ambient Occlusion, with the help of normals, with some basic physics, what you see in the top left corner is the normals in eye space render target texture map, with depth in alpha channel. There are some small blur artifacts which will be removed, I'll make a smarter blur shader special for the SSAO, now I'm using the one from bloom/glow postprocess

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Uploader Comments (nekitu007)

  • its all dynamic, ever-changing :), look up on google the SSAO word for details, normal mapping is kind of the same thing as bump mapping, bump is a heightmap, normal is a texture with normals XYZ->RGB

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  • Normal mapping, bump mapping, and specular it looks like. I could maybe do half of that in DarkBASIC. Those are some interesting shadows too. Are they baked once the object has settled to cut down on lag or something? It's all very advanced, and at this rate why do we even have raytracing?

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