http://www.webaddon3d.assoftware.ch/AE/SSAO_DEMO.rar



2008/12/18 Adrian Egli OpenSceneGraph (3D) <3dh...@gmail.com>

> NVidia GPUs support the effect nicely, but on ATI GPUs i have some
> artefacts, i don't understand where they come from.
> Is there are ATI / NVidia specialiste to support me locating the
> difference? See the attached code (ATI fix) and see also the attached
> screen which was rendered on x1300 ATI GPU
>
> /thanks adrian
>
>
> 2008/12/18 Raymond de Vries <ree...@xs4all.nl>
>
> Hi Adrian,
>>
>> This looks very nice! Could you give a little more background info? Did
>> you use the nvidia paper as starting point? E.g. I am curious if this
>> technique is applicable for large outdoor environments.
>>
>> Thanks a lot
>> Raymond
>>
>>
>>
>> Adrian Egli OpenSceneGraph (3D) wrote:
>>
>>> Hi Robert,
>>>
>>> i implement a first version of SSAO effect and i have only one issue left
>>> in the implementation. the whole thing works nicely with GLSL shader,
>>> mutlipass-rendering when we don't resize the window, actually 512x512. so
>>> what sould i do, to replace this issue. ?
>>>
>>> Another thing is to remove the last pass GLSL shader, is there a way to
>>> solve it under common openGL textureing? Mutlitextureing? Or any other idea.
>>>
>>> This version supports:
>>>
>>> (Transparant faces: just disable for transparent faces like window, glass
>>> the detph writing, the depth buffer will hold only un-transparent z-values
>>> (alpha > 0.9) )
>>>
>>> toggle ssao on/off with key 'a'
>>>
>>> have a look and i will be happy to get any ideas to improve the stuff.
>>> FPS is about 30.
>>>
>>> /adrian
>>> --
>>> ********************************************
>>> Adrian Egli
>>> ------------------------------------------------------------------------
>>>
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>>
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>
>
>
> --
> ********************************************
> Adrian Egli
>



-- 
********************************************
Adrian Egli
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