Quote:Original post by NiGoea
Hi !!
I completely understood your explanation. I figured it out by myself few days ago, when I started using SSAO. I just thought you was using normal buffer and still obtaining that effect.
Got it.
Personally, I don't like your choice: it doesn't have any sense that the shadowing of a wall depends on the angle I'm looking at it.
What do you think ?
bye!
Yep, i don´t like to use the normal buffer because i don´t want to expend much time calculating ssao in my games.
Again, the view-dependant shading is not something i chose to implement, it´s an issue almost all SSAO implementations have, even some with normal buffers. In the case of just-zbuffer, think what happens when you look directly to a flat surface: all samples have 0 occlusion. However the more you rotate the view, the more inclinated the flat surface is, thus you get more self-occlusion. Normals prevent this on flat surfaces, but the occlusion you get in correct areas is still view dependent.
The Nvidia implementation i mentioned must be view-independent though, because of the way they use the normals to calculate occlusion. Here it is:
http://developer.nvidia.com/object/siggraph-2008-HBAO.html
good luck with ssao! its a cool effect to have :)