tag:blogger.com,1999:blog-6829904489614710740.post2796698925340252782..comments2023-04-05T17:57:40.716+08:00Comments on My Pseudocode Life: Accurate 2D SSAO: A new implementation?John David Bonifacio Uyhttp://www.blogger.com/profile/04108888915485048942noreply@blogger.comBlogger12125tag:blogger.com,1999:blog-6829904489614710740.post-27757773301053471272018-01-22T14:24:23.247+08:002018-01-22T14:24:23.247+08:00Your article is great. It helps me to know many th...Your article is great. It helps me to know many things that previously I did not pay any attention to. Ask permission to share information about <a href="https://www.tradejinni.com/business-search/0x/0/search.html" rel="nofollow">Local Business Listing Services</a> at possible right here.<br />Thanks for sharing. Keep posting.....!!Anonymoushttps://www.blogger.com/profile/07280397399255644295noreply@blogger.comtag:blogger.com,1999:blog-6829904489614710740.post-26066875562794442422010-01-19T00:17:23.083+08:002010-01-19T00:17:23.083+08:00Good brief and this mail helped me alot in my coll...Good brief and this mail helped me alot in my college assignement. Thanks you for your information.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-6829904489614710740.post-63530507730820653962010-01-17T22:25:31.040+08:002010-01-17T22:25:31.040+08:00This comment has been removed by a blog administrator.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-6829904489614710740.post-22886834000138645042010-01-15T08:18:41.419+08:002010-01-15T08:18:41.419+08:00I'm sorry but I don't get what your saying...I'm sorry but I don't get what your saying. Can you explain further what story and what is it that you don't agree with?<br /><br />Also, Can you register a name or even a alias so I can address you properly. Thanks.John David Bonifacio Uyhttps://www.blogger.com/profile/04108888915485048942noreply@blogger.comtag:blogger.com,1999:blog-6829904489614710740.post-49506971614142233342010-01-15T04:12:52.525+08:002010-01-15T04:12:52.525+08:00I inclination not agree on it. I over polite post....I inclination not agree on it. I over polite post. Specially the title-deed attracted me to be familiar with the whole story.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-6829904489614710740.post-81015573295024724182010-01-12T14:12:57.926+08:002010-01-12T14:12:57.926+08:00@Urukai
Yes. That's how the process works. No...@Urukai<br /><br />Yes. That's how the process works. No 16 passes of projecting extended normal in 3D space common SSAO implementation.<br /><br />We only project the normal once to determine the radial sample center in 2D screen space.John David Bonifacio Uyhttps://www.blogger.com/profile/04108888915485048942noreply@blogger.comtag:blogger.com,1999:blog-6829904489614710740.post-22062811141348251082010-01-11T19:49:59.335+08:002010-01-11T19:49:59.335+08:00Sorry that i ask but what does it mean?
.... we d...Sorry that i ask but what does it mean?<br /><br />.... we do a 2D radial depth-aware filter in a loop....<br />.....then compare the current pixel normal and the sampled normal and average them ....<br /><br />Do you read the normal buffer the depth buffer or both?<br />How to compare them?<br /><br />Thank you!Urukainoreply@blogger.comtag:blogger.com,1999:blog-6829904489614710740.post-8180748181291662362010-01-08T00:35:07.056+08:002010-01-08T00:35:07.056+08:00@ArKano Thanks. I saw your screenshot and video. T...@ArKano Thanks. I saw your screenshot and video. They look awesome. Though, 30 samples is bit too spicy for my taste. :)<br /><br /><br />If you guys can give me any screenshot of this technique that would be great.<br /><br />Currently, I'm doing some misc stuffs for my company's game engine. When I'm done, I'll be working on Inferred Rendering, which base from the design, can be use in SSAO smart blurring and proper upscaling.John David Bonifacio Uyhttps://www.blogger.com/profile/04108888915485048942noreply@blogger.comtag:blogger.com,1999:blog-6829904489614710740.post-72958821480578929152010-01-07T21:21:24.382+08:002010-01-07T21:21:24.382+08:00@ArKano
Think of it, it is a powerful technique, b...@ArKano<br />Think of it, it is a powerful technique, because you do not need a position buffer or a reconstruction position from depth function.<br />Technique merge your 1st 2D only technique with your new created once.Shalkanoreply@blogger.comtag:blogger.com,1999:blog-6829904489614710740.post-5308645184453268602010-01-05T05:25:48.577+08:002010-01-05T05:25:48.577+08:00Hi! good work, it looks better than usual ssao :)
...Hi! good work, it looks better than usual ssao :)<br /><br />I´ve developed another way of computing ssao which still samples in 2D, but uses normal and position info to compute correct occlusion. It is both fast and good looking (I think :P), you can check it out here:<br /><br />http://www.gamedev.net/community/forums/topic.asp?whichpage=4&pagesize=25&topic_id=556187Josehttps://www.blogger.com/profile/07891686886587370414noreply@blogger.comtag:blogger.com,1999:blog-6829904489614710740.post-80977438479624958712009-10-18T13:45:07.533+08:002009-10-18T13:45:07.533+08:00Hi,
I hope you visit again and comment with a reg...Hi,<br /><br />I hope you visit again and comment with a registered account so I can follow up with your question.<br /><br />I plan to make my first paper (if time permits) about this technique.<br /><br />Anyway, here's a little more explanation...<br /><br />Firstly, THINK 2D. <br /><br />Every data must be in that space. Even the 'expanded' NORMAL (we will call this, EN)<br /><br />As screen UV is our plotting 2D data, offset_EN must be ranged 0-1 and distance to eye taken account of by using depth.<br /><br />EN = (normal.xy * occlu_size);<br /><br />offset_EN = EN / (depth * screen_size.xy);<br /><br />samp_UV = screenUV + offset_EN;<br /><br />NOTE: samp_UV is done prior to plotting the occlusion in a loop.<br /><br /><br />Another way of getting offset_EN is using the quoted 'reflect' technique but assuming the normals extruded forward its direction then transforming it into screen space. That offset is your samp_UV. The difference is, we are only doing this process once not every sampling in the loop.<br /><br />Once we have our samp_UV, as to our first rule, think 2D, we do a 2D radial depth-aware filter in a loop. (Its better to use a 2D noise offset texture at this time to avoid obvious sampling pattern)<br /><br />To get the amount of occlusion, we then compare the current pixel normal and the sampled normal and average them or accumulate them (same as other standard SSAO techniques).John David Bonifacio Uyhttps://www.blogger.com/profile/04108888915485048942noreply@blogger.comtag:blogger.com,1999:blog-6829904489614710740.post-53842643102894220662009-10-15T22:39:20.943+08:002009-10-15T22:39:20.943+08:00Hi very nice idea thx!
Can you please explain it a...Hi very nice idea thx!<br />Can you please explain it a little bit more or post some code snippets?Anonymousnoreply@blogger.com