Starting point of this first version is this very simple algorithm: http://mikepan.homeip.net/ssaowcn
once this will perfectly work, then we can implementing a more complex one. there are many diferent papers describing how we can implementing high quality SSAO /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 >> ------------------------------------------------------------------------ >> >> _______________________________________________ >> osg-users mailing list >> osg-users@lists.openscenegraph.org >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- ******************************************** Adrian Egli
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