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
_______________________________________________
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Reply via email to