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 ...
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 ...
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 ...
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 ...