Screen-space ambient occlusion.

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Achieve SSAO with deferred rendering,GLSL

I'm trying to add SSAO effect to my engine and it doesn't look as it should. To achieve this effect I based on this article. I'm using also deferred renderer so I entered some modifications: ...
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187 views

SSAO all jagged

So I've been working on SSAO for awhile, and I thought I had it right, untill I loaded up the sponza scene that accompanied the SAO technique I'm implementing ...
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SSAO and normal issues

I'm using a SSAO alghorithm called "SAO", seen here: http://graphics.cs.williams.edu/papers/SAOHPG12/ I'm currently having issues with "smooth" normals, for example when using normal/height maps. To ...
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639 views

SSAO looks wrong

I'm trying to implement SSAO based on this tutorial. My setup: OpenGL 3.2 Forward renderer View-space depth and normal in a single 16-bit floating point texture. The result I get is this: The ...
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243 views

Severe color banding while applying SSAO

I'm trying to implement SSAO together with deferred shading. The deferred shading works just fine, and so does calculating the AO as seen in the first image below. However, taking AO into ...
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How to get a smooth dimming with SSAO?

I implemented SSAO in my game based on the tutorial at gamerendering.com. But the results I get are disappointing. Instead of a smooth effect as seen in the nvidia demos, my implementation causes ...