Talk:Screen Space Ambient Occlusion (SSAO): Difference between revisions

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I don't think you understand my point about view dependency, so I'll try to explain it here. The physical location of the "shadows" created by SSAO depends on what angle the player is looking at the object from. So for example if you're looking at a chair that's close to a wall, the location of the shadow on the wall will ''physically change position'' when the player moves around. Additionally, the size and darkness of the shadow may change if the player moves closer to or further away from the chair. This is less noticable in high-quality SSAO implementations, but it still occurs. I'm not talking about the edges of the screen. [[User:Thelonesoldier|Thelonesoldier]] 08:38, 11 January 2011 (UTC)
I don't think you understand my point about view dependency, so I'll try to explain it here. The physical location of the "shadows" created by SSAO depends on what angle the player is looking at the object from. So for example if you're looking at a chair that's close to a wall, the location of the shadow on the wall will ''physically change position'' when the player moves around. Additionally, the size and darkness of the shadow may change if the player moves closer to or further away from the chair. This is less noticable in high-quality SSAO implementations, but it still occurs. I'm not talking about the edges of the screen. [[User:Thelonesoldier|Thelonesoldier]] 08:38, 11 January 2011 (UTC)
:And that occurs with any screenspace effect. It has nothing to do with SSAO.
:And that occurs with any screenspace effect. It has nothing to do with SSAO.
The only SSAO only artifact is the edges of the screen not being shaded as they would toward the center. This occurs because we don't have extra depth information outside of the viewport.--[[User:OneQuarterLife|1/4 Life]] 08:40, 11 January 2011 (UTC)
The only SSAO related artifact is the edges of the screen not being shaded as they would toward the center. This occurs because we don't have extra depth information outside of the viewport.--[[User:OneQuarterLife|1/4 Life]] 08:40, 11 January 2011 (UTC)

Revision as of 01:40, 11 January 2011

View dependency

I don't think you understand my point about view dependency, so I'll try to explain it here. The physical location of the "shadows" created by SSAO depends on what angle the player is looking at the object from. So for example if you're looking at a chair that's close to a wall, the location of the shadow on the wall will physically change position when the player moves around. Additionally, the size and darkness of the shadow may change if the player moves closer to or further away from the chair. This is less noticable in high-quality SSAO implementations, but it still occurs. I'm not talking about the edges of the screen. Thelonesoldier 08:38, 11 January 2011 (UTC)

And that occurs with any screenspace effect. It has nothing to do with SSAO.

The only SSAO related artifact is the edges of the screen not being shaded as they would toward the center. This occurs because we don't have extra depth information outside of the viewport.--1/4 Life 08:40, 11 January 2011 (UTC)