Screen space ambient occlusion (SSAO) is a rendering technique for efficiently approximating the computer graphics ambient occlusion effect in real time.
Questions tagged [ssao]
64 questions
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Having some wierd artifacting and odd triangle shadows with SSAO Opengl Implmentation
I have been working on implementing SSAO into the engine I am writing, and a major problem has arrived. Everything was going quite well until I realized that my SSAO was not working correctly. There are two things that I can find that are wrong with…

Daniel
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Multiple-passes SSAO border artifact
I am playing with multiple passes in WebGL to apply some visual enhancements to my renders.
I am ping-ponging two textures (taken from here: WebGL Image Processing Continued), and this is basically my workflow:
draw the geometry and store the…

deblocker
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Crytek SSAO Algorithm OpenGL
I am trying to implement the simple variant of Crytek's screen space ambient occlusion algorithm.
The algorithm as far as I understand it;
For a pixel, p, sample around p in a sphere in view space.
Project the sampled point sp to screen…

Entalpi
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SSAO shading moves weird with camera (calculating gbuffer wrong)
I'm trying to implement this version of ssao with this tutorial:
http://www.learnopengl.com/#!Advanced-Lighting/SSAO
Here is what I end up with for my render textures.
When I move the camera the shadows seem to follow
Seems like I am missing some…

bw872
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SSAO Opengl Issue
So I have implemented SSAO from this Tutorial = Good Tutorial Here
My SSAO Shader
#version 330 core
out float FragColor;
in vec2 TexCoords;
uniform sampler2D gPositionDepth;
uniform sampler2D gNormal;
uniform sampler2D texNoise;
uniform vec3…

MasterWolfosu
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SSAO shader not working as intended
I'm making a voxel game in LWJGL and figured out how to implement an SSAO shader but it's not looking how I expected it too. Looking at blocks from far away is fine, I can see a gradient-shadow outline of the block. But up close, that…

NinthWorld
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SSAO, Opmizations and pipelines using OpenSceneGraph
I have some questions about the SSAO technique implementation:
Does it really need a second (or more) pipeline with every geometry? I mean, I found some tutorials and stuff about it but mostly they just give you the directions to do it without…

Martin
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SSAO Changing Dramatically With Camera Angle
I've been working SSAO in OpenGL. I decided to implement SSAO from this tutorial in OpenGL for my deferred renderer. Unfortunately I've been unable to get it working well. The areas that are darkened by SSAO change greatly depending on the camera's…

Spaceman1701
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SSAO - why just edge highlighiting
I'm currently trying to implement SSAO. But my current outcome seems more or like an edge highlighting than real ssao. Note that I haven't blurred the result yet. But i Think if I blur this tiny line it will nearly dissappear.
I played with…

Pris0n
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Rendering multiple scenes, with only 1 using SSAO [Three.js]
In my continued experimentation with Three.js, I've hit another wall that I can't seem to climb over.
I'm trying to have a background scene (that has a floor in it) rendered below a foreground scene which has an SSAO post-process effect. The…

Robin Hawkes
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SOAPass - Cannot read properties of undefined (reading 'length')
I tried to used SAO Postprocessing however I get this error at composer.render() execution.
My code:
const renderer = new THREE.WebGLRenderer({ alpha: true, antialias: true, preserveDrawingBuffer: true });
…

Arnaud Coutant
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Have any guys experienced the same occasion with me about ssao in OpenGL?
Most of the shader codes are follow the instruction of LearnOpenGL. I could make sure that the g-buffer and noise data pass into the shader are correct. It seems like some kind of dislocation, but But I really can't figure out why this…

John Smith
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How to prevent excessive SSAO at a distance
I am using SSAO very nearly as per John Chapman's tutorial here, in fact, using Sascha Willems Vulkan example.
One difference is the fragment position is saved directly to a G-Buffer along with linear depth (so there are x, y, z, and w coordinates,…

mike
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Is the GLSL version requirement of this SSDO demo self-conflicting?
I tried to run the SSDO demo code from here but met with several problems that confused me even further after I had spent hours searching for solutions. Nevertheless, now I am almost certain that the problems are with the GLSL version.
Note…

XYZ
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SSAO Result Texture With Grid
I tried to implement the SSAO with this tutorial: https://learnopengl.com/Advanced-Lighting/SSAO, after I implemented all the code, I found that if I used SSAO on my character, though I can get the occlusion value correctly, but I can see many grids…

HermitZHQ
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