disk to disk SSAO

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Uploaded by on Dec 28, 2009

SSAO implemented using the disk to disk accessibility form factor detailed in http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter14.html.

You can find HLSL and GLSL source code at:
http://www.gamedev.net/community/forums/topic.asp?whichpage=2&pagesize=25...

It uses normal, depth and reconstructed view position.

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Uploader Comments (arkano22)

  • Well, it differs from typical SSAO in two ways: first, the sampling points are chosen completely in 2D, no 3D-2D reprojection. second, each sample is treated as a small disk surface, we extract its normal form the normal buffer and we reconstruct a view space position from the depth buffer and screen coordinates. Using these disks and the disk to disk occlusion formula contained in the nvidia paper, a much more realistic image results.

    (chana, es pa quien lo entienda me temo xD)

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  • File not found, it says.

    What is it, explain it please! At least a simplified version.

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