Funny you should ask. :) Im currently doing a master thesis about ambient occlusion, and I've implemented a type of screen space ambient occlusion in OSG and GLSL. It is similar to the one you linked to but differs in some important areas. My version is slower but I've been able to remove almost all self-shadowing and it considers the distance between the shaded pixel and the sampled pixel in eye space and not the only the difference in depth. Im in the process of writing the report (in English) and cleaning up the code but when this is done i can make it public if anyone is interested. I have not tried to implement IƱigo's SSAO-method in OSG but im confident that it should be fairly easy to do and it would be significantly faster than my method.
/Andreas Lindmark 2008/2/25, Adrian Egli OpenSceneGraph (3D) <[EMAIL PROTECTED]>: > > > Hi all > > did someone still implemented this SSAO in OSG, any demo? > > http://rgba.scenesp.org/iq/computer/articles/ssao/ssao.htm > -- > ******************************************** > Adrian Egli > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > >
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