LynxEngine : Screen Space Ambient Occlusion
Uploader Comments (fallingcat)
Top Comments
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You see how there's a black aura around the claws when they're over his body? Needs z-test.
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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.
All Comments (26)
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he looks horny.
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Is this the same type of Occlusion used in Halo: Reach?
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Gotta love SSAO it's so simple yet looks so great
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what creature it that????
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@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.
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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?
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POWERFULL
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Is this the 3d unsharp masking method?
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Apparently there is a z test, but the drop-off is too high.
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