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taby

OpenGL Phong versus Screen-Space Ambient Occlusion (with source code)

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The first one (I'm assuming it's Phong) looks better, but why not combine both?

PS: Dat Windows Live Messenger tho...

 

Thanks for your opinion. Yes, it would look good combined.

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¿Porque no los dos?

Hey, spanish guy !

 

Multiply them together

We have to say it's not physically correct to multiply them because it's an ambient value but it's the common trick to multiply after the lighting.
That will result to have the ambient occlusion visible even if the zone is lighted but it's an artistic value.
Edited by Alundra

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We have to say it's not physically correct to multiply them because it's an ambient value but it's the common trick to multiply after the lighting.
That will result to have the ambient occlusion visible even if the zone is lighted but it's an artistic value.

Yeah but nothing about SSAO is physically correct, it's an aesthetic hack. What we want is hemispherical occlusion applied to a GI light contribution, but here in the real world...

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I'll give it a shot. You're welcome to help. SSAO is a beautiful tool; is a GPU hog.

Edited by taby

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We have to say it's not physically correct to multiply them because it's an ambient value but it's the common trick to multiply after the lighting.
That will result to have the ambient occlusion visible even if the zone is lighted but it's an artistic value.

Yeah but nothing about SSAO is physically correct, it's an aesthetic hack. What we want is hemispherical occlusion applied to a GI light contribution, but here in the real world...

 

Was gonna say this. AO is a hack, SSAO is a hack of a hack.

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I quite like the one on the right. I think the highlights look better on the left but the darker areas look better on the right. Which I suppose is their respective strengths. The right one makes the various features stand out more in my opinion.

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