Thursday, June 10, 2010 at 10:12 AM |  
Oooh yeah. Left-Hand just added in screen space ambient occlusion (SSAO) to our Solid State Engine. Now all added details such as normals really POP out ! >:)

Image01: Without Screen Space Ambient Occlusion (BEFORE)















Image01: With Screen Space Ambient Occlusion (AFTER)















Image02: Without Screen Space Ambient Occlusion (BEFORE)















Image02: With Screen Space Ambient Occlusion (AFTER)















Image03: Without Screen Space Ambient Occlusion (BEFORE)















Image03: With Screen Space Ambient Occlusion (AFTER)















Image04: Without Screen Space Ambient Occlusion (BEFORE)















Image04: With Screen Space Ambient Occlusion (AFTER)















Image05: Without Screen Space Ambient Occlusion (BEFORE)















Image05: With Screen Space Ambient Occlusion (AFTER)
Posted by Prometheus

5 comments:

Mirko said...

Hey, looks much more crispy and detailed! Only the grass polygons seem to produce some artifacts (especially on the last picture).

Do you distinguish between meshes with complete lightmap and without at the moment or do you always apply this technique?

Is your SSAO implementation based on the sample code, btw? Or did you check out other sources?

June 10, 2010 at 1:16 PM  
Lf3T-Hn4D said...

Hey thanks. :) This shots are old now. I've tweaked and improved the SSAO technique. It looks much better now.

I started out with nullsquare's implementation. Then eventually ditched the occlusion calculation part and wrote my own. It's pretty much a depth + cavity (for normals) AO.

I don't really distinguish between baked AO and SSAO. I just apply over the whole thing so things look a tad bit dark on places that were already baked. I probably need to disable baked AO rendering when using SSAO. But eventually it depends on how it plays out. I believe baked AO can still be useful for more low detailed radiosity like AO.

June 11, 2010 at 3:24 PM  
Syed said...

I see more frequent mention of Solid State engine - are you planning to commercialize it? ;)

Btw, it is good things if you can release them both, the engine and the games. Releasing engine without any games referenced to it will most probably result in the non-production ready engine, IMO.

June 11, 2010 at 11:47 PM  
Prometheus said...

Hi Syed, we do not currently commercialize our engine for use yet. As it is currently being built for our game as well as other serious real time applications which require custom higher end 3D solutions.

Perhaps in the future we will consider licensing it but after we have released atleast one game or have other portfolio of projects to show for.

June 12, 2010 at 12:21 AM  
Syed said...

Okay I was just wondering... the game engine markets are indeed too saturated IMO..

June 13, 2010 at 9:04 AM  

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