This is my implementation of SSAO and Deferred shading, written in XNA dn HLSL.
I have employed a technique based upon the technique implemented by Crytek in the Crysis engine.
The app renders the colour, normal and depth of the scene to a g-buffer, from which the SSAO is calculated. Deferred rendering also allows for great flexibilty when adding multiple light sources.
This and other demos are available on my website, http://www.owenworley.co.uk
Wow!!! Really impressive.
Could you please send me a copy of the sample? :)
Altair1191dc 5 months ago
could you send me the source? I would love to play with this =D
L03k1Boy 2 years ago
this is very well done! can you make the grass more detailed if you choose?
troglodyto 2 years ago