Quote:Original post by Jason ZQuote:Original post by baradrasl
Awesome results, especially for the depth only REF_Cracker & martinsh!
I'll just post here to keep all SSAO stuff on topic!
I'm trying to implement a depth only but there is.. something off.
I'm using this as a source:
http://wiki.gamedev.net/index.php/D3DBook:Screen_Space_Ambient_Occlusion
As far as I know, everything is set up correctly. But my results (unblurred SSAO buffer) is more like this:
It makes a little bit sense.. In the right direction.. But what I don't get is the "boxiness" of the sampling. Also I do not get how relatively flat surfaces like the ground or the side of the boxes have all that noise on them (also the skybox, which should be at depth = 1 since I cap/normalize depth at 100m).
I can comment on that article [grin]. Have you tried out the demo program that comes with the chapter? That implementation was very sensitive to how the parameters are adjusted. There was quite a bit of playing around needed to get it working correctly. I don't recall having so much noise on a flat surface though... did you directly use the shader or have you made some changes to it?
If you still have trouble getting it to look correctly, you could always try out one of the other methods that have been posted here - if it is a depth only technique it should be nearly interchangeable.
Yes I tried the demo program with the article. It has a pretty easy way of tweaking the parameters, however, nothing I could come up with there resembled my results.
I've been meaning to try the blendgame shader that I saw here, but I had some worries that it might not fit in right away due to blender having a different setup than most game engines.
Did I miss any other depth only implementations in this thread?