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Questions tagged [ssao]

Screen-space ambient occlusion.

0
votes
1answer
48 views

nvidia SSAO visible errors

I am trying to add ssao effect to a visualization application but there are errors in resulting image. I am using code from https://github.com/nvpro-samples/gl_ssao . Errors occur in rapidly changing ...
1
vote
0answers
39 views

Artefacts in SSAO Shader

I am having trouble with my Screen Space Ambient Occlusion shader. The objects in the game have the correct occlusion applied to them, however the occlusion flips depending on the angle of the camera:...
0
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0answers
40 views

Ambient Occlusion Rendering

I'm having a weird issue with rendering ambient occlusion. There seems to be a screen space split that inverts the ambient occlusion. Here is what my issue looks like SSAO Image my SSAO shader ...
4
votes
0answers
163 views

SSAO shader program produces no occlusion

I'm attempting to implement screen-space ambient occlusion by the method shown here. My SSAO shader program is the one part that isn't working. Here are the outputs of the initial rendering pass, ...
0
votes
1answer
128 views

Webgl: is possible to use one color buffer to unsharp masking the depth buffer?

I'm noob to webgl. After reading the tutorials at webglfundamentals.org and "Introduction to Computer Graphics", i'm able to succesfully draw some stuff and the depth buffer without thirty-party ...
4
votes
1answer
475 views

SSAO issue - surfaces darken based on camera angle

I have a strange issue in my engine where my SSAO effect will extremely darken or lighten based on my camera angle: In that example, I'm just outputting the ssao texture to the screen. The texture is ...
3
votes
0answers
303 views

Using depth values for fake ambient occlusion

I'm using the normalized distance to the camera to get depth information in the fragment shader. When using this value as fragment color, it looks at lot like ambient occlusion (of course only in the ...
2
votes
1answer
2k views

SSAO, depth buffer linearization (?)

I'm trying to implement SSAO in my application but it doesn't look as it should. I think that the problem is with depth buffer linearization but I tried almost all methods which I found on the Web and ...
3
votes
1answer
179 views

Strange depth map projection

I'm trying to implement depth-only SSAO and for that, I render a depth map into a texture and pass it to my SSAO shader which then uses it. The problem is that when I try to output the depth map ...
8
votes
1answer
1k views

Strange SSAO effect (wrong position/normal textures in view space?)

I try to create an SSAO effect in my game engine (DirectX 11, C++), based mainly on gamedev.net tutorial by José María Méndez. Unfortunately, it doesn't cover texture-creating problem (normals, ...
0
votes
1answer
263 views

Problem with SSAO

I'm trying to implement SSAO based on this tutorial (and other). My setup: XNA 4.0 Deferred depth = z/w This is result: Lines across buildings are moving when I move camera. So I'm wondering is ...
1
vote
0answers
154 views

Why would an ambient occlusion (AO) shader's performance be dependent on light direction?

One of my favourite games recently implemented ambient occlusion as a graphics feature, which appears to perform very well in most circumstances - except during sunrise and sunset. As someone who is ...
2
votes
2answers
451 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 (http://graphics.cs.williams.edu/papers/...
12
votes
0answers
959 views

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 ...
2
votes
1answer
2k 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 black ...
1
vote
1answer
642 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 ...
2
votes
1answer
1k views

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 ...
12
votes
1answer
3k views

Not getting desired results with SSAO implementation

After having implemented deferred rendering, I tried my luck with a SSAO implementation using this Tutorial. Unfortunately, I'm not getting anything that looks like SSAO, you can see my result below. ...
3
votes
1answer
397 views

Steps to take before trying to implement screen space ambient occlusion

I very recently started learning modern OpenGL. I have implemented a wavefront file loader and a basic ADS shading model. At some point I'd like to implement screen space ambient occlusion. I tried ...