Jump to content
  • entries
    945
  • comments
    5,899
  • views
    930,073

Screen-space directional occlusion


Josh

7,590 views

 Share

Screen-space directional occlusion (SSDO) is the next logical step after simple screen-space ambient occlusion. This routine uses a raytracing approach to approximate global illumination. You can get my shader here.

 

 Share

11 Comments


Recommended Comments

Looks kind of cool, but the effect seems a little odd. Like a bubble of darkness behind objects as you look at them. But the darkness always stays on the other side of an object no matter what direction you look at it from, regardless of what's around it. If you had a flashlight it might look correct, but w/ lighting that isn't moving you don't expect the lighting to change just because you move.

 

But it does look pretty cool.

Link to comment

@Josh: Sorry for the previous comment. The screenshot didn't show its real potential. Actual in-game looks incredible. Thanks for your work.

Link to comment
Guest
Add a comment...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...