• A Guide to SSAO - for graphics programmers who'd like to learn about SSAO
    0 replies, posted
[img]https://dl.dropboxusercontent.com/u/17984511/SSAO/logo-thread.png[/img] Hello there, A while ago, I posted some SSAO stuff in WAYWO; some pictures and drafts of my guide. Today, I have finished and delivered the final version, and I'd like to share it with you! You are free to share my guide with others ([url=http://creativecommons.org/licenses/by/4.0/]I encourage it[/url]). The CD/Rar contains shader source code, which you may use and adapt (MIT license - only the SSAO shaders! (see file listing in README.TXT)). It is more fun to program it yourself using the guide, though! [I][B]What do I require before I can start learning about SSAO?:[/B][/I] • Good knowledge about (vector) mathematics. • Good knowledge of OpenGL/DirectX, and GLSL/HLSL/Cg. • Good knowledge of general programming (or C++, if you want to look at the demo source). Aside from these requirements, I expect you to be a good reader. I've tried to make SSAO understandable for people who don't care about mathematics too much (myself included); I hope that worked out. [B]Techniques explained:[/B] • [I]Crytek's SSAO[/I], the classic SSAO method with some fixes to make it look better. • [I]Angle-based SSAO[/I], the SSAO method used in the Unreal Engine 4 Elemental Demo (and maybe in the final UE4 too, idk). • [I]Horizon-based Ambient Occlusion (HBAO)[/I], NVIDIA's (THE WAY ITS MEANT TO BE PLAYED) method. • [I]Alchemy's SSAO[/I], HBAO but not slow. [B]Links:[/B] Guide (just the guide): [url]https://dl.dropboxusercontent.com/u/17984511/SSAO/A%20Guide%20to%20SSAO.pdf[/url] CD (180mb - with demo and shader code): [url]https://mega.co.nz/#!oQ4RSbpD!07BLLSQ7DXvqwQJIcnNfU40mY300PdbLsz0lZK7_X3M[/url] [B]Questions, feedback?[/B] Post it here or direct it to my email (in the guide - no spam please - ill repot u).
Sorry, you need to Log In to post a reply to this thread.