Browsing Tag

Game Engine

Graphics, Programming

Deferred Lighting + SSAO – Specular – Normal mapping

6 septiembre 2009 • By

Hi there!

I have now Big Dady 2 model fixed. The texture coords was inverted in V coord. Now I mix my deferred lighting implementation with SSAO. I have no specular map applied yet, but I have other problem here. Diffuse map of model has shadows like SSAO mixed with diffuse map. So the result is not awesome but looks really good.

I need other model 🙂

Diffuse map has bump wrinkle, shadows and normal mapping effect.

Graphics, Programming

Fixing and testing samples with SSAO

2 septiembre 2009 • By

Hi there!

Today I see an error in SSAO calc, near of the camera you can see fake occlusion. This is definitely wrong. So now is fixed:

I tested different samples, I think 8 it is ok for normal GPU and 4 or 2 for slow GPUs. Is better to be SSAO with 2 or 4 samples than not to be. You can fix that with a blur downsampled x3 for example.

To be or not to be, this is the question :P. In this case, to be, of course!

Graphics, Programming

SSAO downsampled with blur

1 septiembre 2009 • By

Hi there!

The next step with my SSAO is to use more complex model, in this case BigDady2 of biosock, thanks Llorens 😉

I use the SSAO result and a blur shader with one 2x downsampled.

SSAO with Blur, BigDady2 model for learning purpose

SSAO with Blur, BigDady2 model for learning purpose

  1. Original SSAO in fullscreen
  2. SSAO texture downsampled width and height >> 2
  3. Combine 1 + 2 * 0.5 🙂

The result is a soft texture without noise. This noise exist because I use only 16 samples per pixel in SSAO pass.

TODO: mix with Lighting Stage of Deferred Rendering architecture and specular map.

Graphics, Programming

SSAO without optimization

31 agosto 2009 • By

Today I begin my SSAO based in many website, papers and forums. This first approach has around 2ms of cost. But if the camera is near to objects app performance down drastically. By the way it’s ok for first day of coding.

SSAO bricks looking good

SSAO bricks looking good

I need to do 2 things, render in less resolution and to do a vertical and horizontal blur, then mix with specular and color. I believe the effect is really good now processing only, ALBEDO, NORMAL and DEPTH (in clip space).

If I complete this version soon I will relax and play a few poker hands next week. I hope this weekend to be finished the first version of ModelViewer lite version without GUI, supporting, color map + alpha pixel discard, normal map, specular map, height map for parallax mapping and deferred rendering architecture.