In order for SSAO via the provided shader to work there are some information that needs to be filled in the following buffers. This gives us a measurement of how occluded the currently processed pixel is by the nearby geometry. If the calculated depth values from the sample positions are lower/higher than the ones stored by the geometry we know that they are ‘inside’ the geometry. Then we calculate the actual depth values from the sample positions. Using these positions the samples are used to lookup the geometry depth values at these points. It does this by sampling nearby points on a hemisphere and calculate their screen space positions. The screen space part of screen space ambient occlusion (SSAO) comes from the fact that the algorithm developed by Crytek works in screen space. This method is cheap and produces results that are good enough in most cases. ![]() This shadowing is static and is caused by the ambient light which in most cases is faked by simply setting it to a some value. Ambient occlusion (AO) is basically the amount of local shadowing happening from the ambient light on a given surface.
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