SSAO in Phase Engine

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Uploaded by on Feb 22, 2009

Screen space ambient occlusion. I dislike the idea of this but its fast and improves image quality for most view angles. For this video there is only 6 samples per pixel (vs 16 in Crysis), and it provides much more local occlusion. Normally a depth-based blur is applied but I disabled it to show the raw SSAO output. Ignore the framerate, Fraps sucks

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Gaming

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Standard YouTube License

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  • very nice!

    

  • I'm wondering this too. It's the next step for games to actually look decent. It looks good in the latest Call of Juarez.

  • why you dislike this idea?

  • possibly the best ssao implementation i´ve seen. Great job!

    i assume you are using a normals buffer along with the depth buffer. Would you share the shader for this, or at least a description of your procedure?

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