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nVidia HSAO ?

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Hi all ! Does anyone already try to implement nVidia's HSAO method ? I currently have a glsl "guessed" implementation but my results are very different from their screenshots (but looks cute anyway). Performances are quite slow also. I can globally understand the theory of this method but their paper lacks some details needed for implementation, so if someone has already succeed in getting it (and understand hidden details) I would be glad to ask him some few questions. Thanks !

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