Volumetric Obscurance
2010-05-08 02:58
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原文为了看起来像一个论文,所以写的洋洋洒洒,引经据典,其实在我看来SSAO本身就只是一种tip,没必要那么啰嗦,关键的东西说来就两句话,在每个像素为中心的球体内,发射与屏幕垂直的n条线,计算每条线在这个球体范围内有多少被zbuffer遮挡,再按比例加起来作为AO。
放点图,10次sample,但只做了一次2x2的blur,所以质量不太好,但速度确实比以前的方法快,提高blur的kernel可以提高质量,不过又慢了。
![](http://images.cnblogs.com/cnblogs_com/linyizsh/ScreenShot_2010_4_8_2_37_7.jpg)
关:
![](http://images.cnblogs.com/cnblogs_com/linyizsh/ScreenShot_2010_4_8_2_25_34.jpg)
开:
放点图,10次sample,但只做了一次2x2的blur,所以质量不太好,但速度确实比以前的方法快,提高blur的kernel可以提高质量,不过又慢了。
![](http://images.cnblogs.com/cnblogs_com/linyizsh/ScreenShot_2010_4_8_2_37_7.jpg)
关:
![](http://images.cnblogs.com/cnblogs_com/linyizsh/ScreenShot_2010_4_8_2_25_34.jpg)
开:
![](http://images.cnblogs.com/cnblogs_com/linyizsh/ScreenShot_2010_4_8_2_25_43.jpg)
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