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Jan Boon edited this page Sep 27, 2023 · 15 revisions

title: Notes on SSAO description: published: true date: 2023-09-27T04:57:35.765Z tags: editor: markdown dateCreated: 2023-09-27T04:46:17.751Z

Notes

could do SSAO in ryzom with a depth prepass (materials need to have a pass for that) in the scene, and then use the ssao ambient occlusion map when rendering the ambient pass (adds multiplier to ambient maps) (may also open up the way to a deferred renderer option)

SSAO should only affect ambient lighting (most prominent at night time), so it does not affect the current lightmaps which only affect diffuse lighting. currently ambient lighting is entirely flat

Visual issues

AO is hand painted into some tiling textures and into some vertex color channels of some meshes! These need to be identified and re-done. (Maybe a flag to disable vertex color if AO is on? And a map switch that checks AO?)

Unit testing

Check if the package of unit test meshes is useful, maybe only for particle systems.

Need to test all common material types and shaders with some fun test meshes.

  • Landscape (fancy alpha)
  • Rendering 2D quads
  • FXAA effect
  • Bloom effect
  • Alpha
  • Alpha test
  • Vegetation on landscape (how does SSAO affect landscape vegetation? not?) (foliage)
  • Particle systems
  • Wind tree
  • Tree center normal

Software rendering.

  • D3D9 on Windows using WARP?
  • OpenGL on Linux using Mesa3D's llvmpipe or softpipe?
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