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
>> ------------------------------------------------------------------------
>>
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-- 
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