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 correc ...
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 correc ...
I'm trying to apply an SAO pass on my Three scene containing two camera's. I feed cam1 to the composer/render pass when declaring/initializing. All wo ...
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 ...
Literary every tutorial that has written an article on SSAO ends with 'dosent exactly produce realistic results'. We can get much more accurate shadow ...
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 solution ...
Trying to implement SSAO in my OpenGL app. But came up with some strange artifact. How could i solve this blackish stuff? Here is the fragment shader ...
I followed the tutorial at Learn OpenGL to implement Screenspace Ambient Occlusion. Things are mostly looking okay besides a strange artifact at the t ...
I am using Three.js r97 and in my scene I have a mesh using BufferGeometry with valid normals. When I am setting material.flatShading = false I see a ...
The ssao works but there is a weird red colour overlay due to the ssao only using the red channel of course this is shown in the image below.. Red SS ...
The SSAO in our engine seems to be working, however I cannot get the SSAO to work with shadow mapping. Here is a screenshot of the bug I am currently ...
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 realiz ...
I need to enhance the visual perception of some mechanical parts with very fine details, so I am playing now with different implementations of screen. ...
I try to implement Pure Depth SSAO, using this tutorial, into an OpenGL ES 2.0 engine. Now I experience flickering, which looks like I read from somew ...
I'm trying to create my own SSAO shader in forward rendering (not in post processing) with GLSL. I'm encountering some issues, but I really can't figu ...
I’ve been puzzled lately as I’ve been attempting to get a THREE.DepthTexture to work with the Ambient Occlusion shader. I’ve had it working before wit ...
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 ...
I'm implementing SSAO in OpenGL, following this tutorial: Jhon Chapman SSAO Basically the technique described uses an Hemispheric kernel which is ori ...
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 ...
I am doing a SSAO shader with a kernel size of 64. SSAO fragment shader: The samplerposition texture has the format VK_FORMAT_R16G16B16A16_SFLOAT ...
I have recently implemented SSAO in my engine(deferred shading), but I am very insecure of how I should combine SSAO with global light and local light ...