Third step could be to implement this new paper : SSDO (Approximating Dynamic Global Illumination in Image Space)
http://www.uni-koblenz.de/~ritschel/ On Fri, Dec 19, 2008 at 11:45 AM, Raymond de Vries <ree...@xs4all.nl> wrote: > Hi Adrian, > > Thnx for the info, cool that it's already implemented in Blender :-) > > Cheers, have fun. > > Raymond > > > Adrian Egli OpenSceneGraph (3D) wrote: > >> 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 <mailto: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 >> <mailto:osg-users@lists.openscenegraph.org> >> >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> >> >> _______________________________________________ >> osg-users mailing list >> osg-users@lists.openscenegraph.org >> <mailto:osg-users@lists.openscenegraph.org> >> >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> >> >> >> >> -- >> ******************************************** >> 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 > -- Yann Le Paih Keraudrono 56150 BAUD Portable: +33(0)610524356 lepaih.y...@gmail.com
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