Hi, I want to implement Ambient Occlusion in a static scene, so I´m trying to implement an algorithm to calculate the accesibility of each vertex and shadow each fragment according to this parameter. I tried to do that with raycasting, but my model have too many vertices(~3.000.000) and it takes too much time to do this calculation.
Looking for another solution, in the Nvidia GPU Gems1, I´ve found another possible implementation using hardware acceleration (Nvidia GPU Gems 1, chapter 17). The idea is doing a lot of renders with different lights enabled, merge them in a texture and use it as shadow map. There is an OpenGL example implementation in the Nvidia SDK 9.5 samples. My problem is that I don´t know how to merge all the textures from the different renders in one... In the OpenGL example it´s done using the Accumulation Buffer. I know that there is an example that uses it (osgmotionblur) , but in this example the accumulation buffer is accessed through the GraphicContext. I´m looking to do the same with my RTT camera... Please, could anyone help me with this issue? I´m a little stuck here... Perhaps there is any other easy way to calculate the AmbientOcclusion? Thank you! Cheers, Jj ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41301#41301 _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org