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Tech Feature: SSAO and Temporal Blur
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Thomas Offline
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Post: #1
Tech Feature: SSAO and Temporal Blur

Peter explains how our new SSAO algo works:

http://frictionalgames.blogspot.se/2014/...-blur.html
01-16-2014 02:54 PM
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Rapture Offline
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Post: #2
RE: Tech Feature: SSAO and Temporal Blur

The first 10 seconds of the video makes me think you can use that, to do the new procedural created water decals shown in UE4 demo. (He takes the water globe and "paints" the floor wet)


I like the new options in the Debug Toolbar, will we keep most if not all the new ones? I would like to run around in my map with only that AO option(s) enabled and see the game in a new perspective.

I honestly didn't care much about the theoretical/mathematical portion (Which is most of it) but demonstrating it was cool.
So, if I can actually see it in front of me and play around with it. I think that will help me actually get deeply interested in the subject.



A video explaining in detail for the Debug Toolbar would be cool.
01-16-2014 04:19 PM
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Daemian Offline
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RE: Tech Feature: SSAO and Temporal Blur

^ What he said

01-18-2014 07:04 PM
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Red Offline
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RE: Tech Feature: SSAO and Temporal Blur

(01-18-2014 07:04 PM)Amn Wrote:  ^ What he said

He said herb derb, hurb, durb.

I've never been keen in Ambient Occulsion. I've always turned them off to improve the performance, but after watching this demonstration, i've finally understood the stuff behind it. It makes
objects look more dynamic and thus more realistic.

But i am still yet confused what is between HDAO,HBAO and SSAO.
How they differ from each other?
(This post was last modified: 01-20-2014 11:41 AM by Red.)
01-20-2014 11:40 AM
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Ghieri Offline
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Post: #5
RE: Tech Feature: SSAO and Temporal Blur

(01-20-2014 11:40 AM)Red Wrote:  
(01-18-2014 07:04 PM)Amn Wrote:  ^ What he said

He said herb derb, hurb, durb.

I've never been keen in Ambient Occulsion. I've always turned them off to improve the performance, but after watching this demonstration, i've finally understood the stuff behind it. It makes
objects look more dynamic and thus more realistic.

But i am still yet confused what is between HDAO,HBAO and SSAO.
How they differ from each other?

Tada.

[Image: tumblr_n6m5lsQThQ1qc99nxo1_250.gif]
01-21-2014 05:02 AM
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nebej Offline
Frictional Games

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Post: #6
RE: Tech Feature: SSAO and Temporal Blur

SSAO is the general name for algorithms that generate ambient occlusion. There are plenty of SSAO algorithms.
HBAO and HDAO are the two standard implementations of SSAO.
01-22-2014 05:51 PM
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