Screen Space Ambient Occlusion for Quest3D




SSAO without Shadow Maps

Diffuse with SSAO
Diffuse without SSAO
SSAO

SSAO with Variance Shadow Maps

Diffuse with SSAO
Diffuse without SSAO
SSAO


Download SSAO executable demo with Variance Shadow Maps

Download SSAO executable demo with skinned character NEW

Download SSAO hybrid (v.3.3) example for Quest3D 4.2.2 or higher NEW

Download SSAO for Quest3D Documentation & Tutorials v.0.4 NEW



SSAO is a relatively cheap way to improve visual quality of lighting in dynamic and static scenes.


Main benefits of SSAO are following:
  • calculation of SSAO doesn't depend on scene complexity
  • works with dynamic as well as static scenes and objects
  • easy to integrate into real-time rendering pipeline
  • no pre-computation is needed
  • executed completely on GPU

    There are disadvantages:
  • to maintain reasonable performance SSAO should be used for small cavities relatively to their size on screen
  • SSAO is not even close to be accurate ambient occlusion calculation as it view-dependent and changes as fast as camera rotates or moves
  • hardware limitation, SSAO is a shader intensive technique, with current implementation of SSAO we experienced huge difference in performance between PC's with GeForce 7xxx and 8xxx series. At least 8xxx series is recommended. Latest test shows that biggest performance loss happens due double render of geometry - one time for depth render and one time for normal shading. Impact of SSAO calculation is much less significant.


    Links to discussions of SSAO for Quest3D:
    Quest3D forums
    Gamedev.net community


  • Developed by VRM team

    Visit us at:
    www.3DVRM.com

    Contacts:
    viktor.kuropyatnik@3dvrm.com
    maxim.lysak@3dvrm.com

    Design © Kero 2009