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Testing a silly (or genius?) idea - accumulate custom shadow maps in a buffer to make some sort of Global AO. The implementation or the sample pattern could be better of course, this is just a rough sketch. It's pretty fast too, since you can do just one scene...

12,418 Aufrufe • vor 1 Jahr •via X (Twitter)

10 Kommentare

Profilbild von Dmitry Karpukhin
Dmitry Karpukhinvor 1 Jahr

The inspiration came from here:

Profilbild von Vladimir Cazacu | 𝕧𝕠𝕝𝕠𝕕▿
Vladimir Cazacu | 𝕧𝕠𝕝𝕠𝕕▿vor 1 Jahr

+1 vote from me. SSAO with Lumen is too unstable.

Profilbild von Jean-Baptiste | Dev
Jean-Baptiste | Devvor 1 Jahr

After mega lights, mega shadows

Profilbild von Vini Cortez
Vini Cortezvor 1 Jahr

that's very interesting! with some artistic controls can be very usefull

Profilbild von 𝗧𝘂𝗳𝗮𝗻 𝗛𝗮𝗻 🇹🇷
𝗧𝘂𝗳𝗮𝗻 𝗛𝗮𝗻 🇹🇷vor 1 Jahr

I think it is brilliant because simple. This AO is basically shadow from multiple angles and smooth out that, ta da basic GTAO :D

Profilbild von Gustav Sterbrant
Gustav Sterbrantvor 1 Jahr

Rendering a top down shadow map for sky occlusion isn’t a bad idea .

Profilbild von stamisme
stamismevor 1 Jahr

not really that good for indoor areas since this isnt actual AO just use DFAO ‼️‼️‼️‼️

Profilbild von Dmitry Karpukhin
Dmitry Karpukhinvor 1 Jahr

With native hard coded sample count (9 cone traces, I believe) It's not giving good results if you need occlusion in buildings, where the roof is higher than 10-20 meters :)

Profilbild von Nicholas Chapman
Nicholas Chapmanvor 1 Jahr

Should work for AO. The problem is AO by itself is not that useful. You want indirect lighting, and to know what part of the hemisphere is occluded, ideally.

Profilbild von Dmitry Karpukhin
Dmitry Karpukhinvor 1 Jahr

Ideally, yes, but suppose you have a game where dynamic global AO artistically matters more than bounce lighting, and if this is that cheap, I thought it could be worth to try :)

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