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Author Topic: Free Radical (Deferred rendering pipeline)  (Read 91881 times)
February 04, 2012, 01:34:02 am
Looks great Ali!  Is the ssao based on VRM's code or another?
February 04, 2012, 02:07:55 am
Thanks. No its based on crysis

ali-rahimi.net
February 06, 2012, 06:13:17 pm
Looks good but the problem I always found is that the better the AO looks the more processing it takes. Recently I read a paper that claimed to have better quality than HBAO with the performance of simple approximations. I can't remember the title but the idea was to only sample at a small range and then for the next range use a lower resolution z buffer and so on and so on.

In essence it's a screen pace cone tracing approximation. The cool thing is that it captures both small and large details while most AO solutions only work for a certain range.

Ah! Here it is:
http://www.comp.nus.edu.sg/~duong/cgi_mssao.pdf

It's quite similar to this paper:
http://maverick.inria.fr/Publications/2011/CNSGE11b/

But they voxelize the geometry to get a much better result for AO.

Maybe the first paper can be extended with things of the second so you have screen space AO and indirect lighting. If you render in multiple layers and add an extra edge around the screen it might be enough for good looking radiosity solution.
February 06, 2012, 10:33:52 pm
Thanks remko. Yes saw that paper before. Good stuff. We allready planned to do a hybrid of usual MSSAO and our Homemade SSAO  , a while ago. Downsampeled SSAO with bilateral upsample filtering is very practical. And its very fast (1 ms). Our SSAO, Global AO is not 100% done. Must fix its jittering and noise. to me Global AO is more important than MSSAO. Its visual impact is huge and it works with large scenes as you can see. My current problem is a proper HW instancing method.
Btw i setup a simple shadow Frustum culling and Octree.


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ali-rahimi.net
February 18, 2012, 04:43:37 pm
SSAO with texture support (Thanks to Christopher).
Texture generated from the screen space normal map and VIewspace Pos (G-Buffer).
performance:
GeForce GTX 560
Downsample (1/2 screen size) with blur @ 1080p: 1.6 MS
1/1 Screen size with blur @ 1080p: 7 MS


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ali-rahimi.net
February 19, 2012, 01:25:11 am
Looking great!  This may seem like a silly question, but how do you check the performance in MS?  Huh?  I am interested in seeing how the ssao I am using compares ( I also have a 560 )

Thanks.
February 19, 2012, 07:37:28 am
Thanks. Its not a  silly question.
MS formula: (1/FPS)*1000

ali-rahimi.net
February 28, 2012, 07:26:40 pm
New shots.


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ali-rahimi.net
February 28, 2012, 08:32:23 pm
Looks great! What SSAO algorithm are you using? How many samples do you use?
February 28, 2012, 08:54:53 pm
who said Q3d not for videogames?  Cheesy
February 28, 2012, 09:05:19 pm
Thanks. jose Maria's algorithm and a hybrid of Christopher stuff. 8 sample.

ali-rahimi.net
February 29, 2012, 10:05:39 am
Thanks. jose Maria's algorithm and a hybrid of Christopher stuff. 8 sample.

Good results for only 8 samples I think you might try improving blurring to hide the sample pattern. Currently I can still see the samples quite clearly. Looks good though and with only 8 samples it's very fast probably.
February 29, 2012, 10:44:25 am
Thanks remko. Those sampling issue's are from Global AO. We did not blur it correctly yet. But SSAO is done.


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ali-rahimi.net
March 24, 2012, 10:31:05 am
Quest3D 5 (New HW instancing method). Fast and practical.


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ali-rahimi.net
April 20, 2012, 12:12:39 am
Finally ported everything to Q3D 5.
Bokeh with fully automate slow adaptation, Camera velocity Motion blur, Terrain in progress (2x2 kilometer).


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ali-rahimi.net
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