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How is Ambient Occlusion Calculated?


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#1 dvds414   Members   -  Reputation: 124

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Posted 16 June 2013 - 05:06 AM

So I have gotten some depth maps online and I was just messing around with them and rendering them to a quad on my screen and trying to achieve ambient occlusion. Does anyone know how I can simply calculate ambient occlusion just using depth? Thanks!



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#2 froop   Members   -  Reputation: 636

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Posted 16 June 2013 - 08:59 AM

Hey, this article could be very interesting for you: http://theorangeduck.com/page/pure-depth-ssao

 

Apparently they compute the normals from the depth map during the ssao pass. Ps: It was the first hit on google for "ssao depth only".



#3 cowsarenotevil   Crossbones+   -  Reputation: 2106

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Posted 16 June 2013 - 11:06 AM

Hey, this article could be very interesting for you: http://theorangeduck.com/page/pure-depth-ssao

 

Apparently they compute the normals from the depth map during the ssao pass. Ps: It was the first hit on google for "ssao depth only".

 

For the record, a lot of implementations don't even bother reconstructing the normals; they only measure the difference in depth between the occluder and the occludee.


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#4 froop   Members   -  Reputation: 636

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Posted 16 June 2013 - 01:56 PM

 

Hey, this article could be very interesting for you: http://theorangeduck.com/page/pure-depth-ssao

 

Apparently they compute the normals from the depth map during the ssao pass. Ps: It was the first hit on google for "ssao depth only".

 

For the record, a lot of implementations don't even bother reconstructing the normals; they only measure the difference in depth between the occluder and the occludee.

 

 

True, good call.



#5 rouncer   Members   -  Reputation: 291

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Posted 19 June 2013 - 06:05 AM

If youve got a bitching video card you can attempt to fire/march the rays, youll get more long distance occlusions that way, even soft shadows, but I wouldnt do it unless you had a titan at your disposal. :)






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