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Author Topic: SSAO TechDemo - Update 25.08.2010  (Read 7467 times)
May 04, 2010, 06:43:45 pm
Hi.
Works quite well.
But the model itself has some serious z-fighting problems,
thats thats y its hard to judge the final result.
You can adjust the camera /clipping plane settings to get a better result.

w.
May 06, 2010, 06:16:58 am
Last updates for SSAO shader.  Cheesy
WIP.


* 2.jpg (117.77 KB, 1177x766 - viewed 215 times.)

* 5.jpg (69.27 KB, 1232x757 - viewed 233 times.)

* 5-1.jpg (78.62 KB, 1383x810 - viewed 220 times.)
May 06, 2010, 08:08:05 am
the last ones have a nice edgerendering effect.
May 06, 2010, 08:14:19 am
very nice!!!
May 06, 2010, 09:05:57 am
Funnily enough, I was looking for a 'pencil/sketch' shader yesteday.
This looks quite nice as such.

..probably overkill to use SSAO for just a 'pencil sketch' look however.
May 06, 2010, 09:51:53 am
Actually, I think there are better solutions to the pencil/sketch type effect. Search for NPR (non-photorealistic rendering.) SSAO can help to apply the needed contrast before you convert to a sketch style. Of course, you can also do that by lightbaking your model.
May 06, 2010, 09:58:24 am
The car looks very interesting.
Do we get to see a demo again ?
Keep up the work!

cheers
May 06, 2010, 10:06:37 am
Quote
Search for NPR (non-photorealistic rendering.) SSAO can help to apply the needed contrast before you convert to a sketch style. Of course, you can also do that by lightbaking your model.

Yup, I was doing that the other day, but seemed to get a lot of toon-shader variants,
which isn't the look I want.

I'm sure I'll find something, and if not I'll just write one.
It's not the most challenging shader effect after all.

..I also need to double check ShaderFX which could probably get me there.
May 06, 2010, 10:45:09 am
This paper based on some techniques from ShaderX covers both toon and sketch effects.
May 06, 2010, 10:55:37 am
Thanks Jos!

p.s.
My god.. look at those raw HLSL instructions!  Shocked
I can't believe people used to code that way years ago..
To me it's like trying to decipher hieroglyphics!
May 06, 2010, 11:15:35 am
It's just asm, need to get used to it, at some sence it's easier than hlsl.

Upgrade to PSSM is available for SSAO customers. Check http://www.3dvrm.com/shadows_solution/ for details.
May 06, 2010, 11:39:45 am
hi. nice, very slow, and i have the some z-fighting problem again with the model.

also the model alone results in a low performance.

but the quality looks good.

Interesting would also be, if the rotation could be stopped.

cheers
werner
May 06, 2010, 11:48:42 am
Did anyone ever try to do HBAO in Quest3D?
May 06, 2010, 11:55:21 am
Yes slowly enough, but there are ways of improvement of productivity. Undecided
I will continue to work over it. Smiley
May 06, 2010, 12:00:17 pm
Quote
Did anyone ever try to do HBAO in Quest3D?
You can easily do it, they provide full source code of it, just port it into Q3D and it's done. But it's really much slower than one that I've made. HBAO quality is better for sure and radius is much bigger.
But as I already mentioned, their solution requires to have a flat normal buffer - normals of flat surfaces, not interpolated as in smooth groups, not read from textures. They suggest to build such normal map using ddx\ddy on depth buffer, I did that - looks ugly on edges. I would better wait for some practical (used in game) implementation of this technique, or do your own research on how to make it faster and void it's own artifacts.

Upgrade to PSSM is available for SSAO customers. Check http://www.3dvrm.com/shadows_solution/ for details.
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