Jump to content
  • Advertisement
  • entries
  • comments
  • views

Feedback and SSAO

Sign in to follow this  
Jason Z


I've been doing some maintenance work on my engine, and started to overhaul the physics portion of the engine to get ready for Feedback. Previously I have very simple wrappers for the PhysX classes and didn't really provide much additional content in my classes. This time around I have developed a more sophisticated system with ease of use and flexibility in mind. So far things are moving along nicely.
Screen Space Ambient Occlusion
I have been playing around with my SSAO implementation as well, and have found that it may be possible to use the SSAO buffer without a blurring pass. If the sampling pattern is selected properly, then much of the noise can be removed without the cost of an additional full screen pass. More on this one as it comes along...

EDIT: I uploaded an AVI of the SSAO in action - it's not compressed, but it is saved in a zip file to save some bandwidth for GameDev.

Video Zip File

What do you think???
Sign in to follow this  

1 Comment

Recommended Comments

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!