The SSAO approach I’ve been investigating is based on the approach recently 
published here:
http://www.gamedev.net/reference/articles/article2753.asp

I’ll certainly post something if I get it working :)




On 7 Jun 2010, at 16:35, Christopher Wright wrote:

>> Thanks again. Multiple render targets would be ideal, but I think I should 
>> be able to make some improvements with a single output of normal+depth using 
>> the Render in Image patch.
> 
> 
> Just curious, how do you plan on coloring it afterwards?  (I've always paired 
> normal+depth textures with an unlit color texture in my personal usage).  I 
> guess if it's a solid color, you can just provide that as an input to the 
> final compositing shader.
> 
> Also note:  people have tried SSAO in QC before, but I don't know if anyone's 
> got it working convincingly (I'd love to be proven wrong here) -- this is 
> typically because the depth component's precision is destroyed when 
> texturizing (among other technical barriers/inconveniences).  As such, your 
> Render In Image that outputs normals and depth should use >8bits per channel 
> (the support for this gets dodgy, but the output quality is much improved for 
> stuff like this).  If you get this up an running, would you feel ok posting a 
> simple demo?  I'm sure a lot of list lurkers would eat it up (myself included 
> :)
> 
> --
> [ christopher wright ]
> cwri...@kineme.net
> http://kineme.net/
> 


--
Tom Beddard
http://www.subblue.com




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