Hi guys,
I´ve implemented the algorithm described in this article I wrote some years ago:
http://www.gamedev.net/page/resourc...a-simple-and-practical-approach-to-ssao-r2753
And enhanced it with the latest advances in SSAO: an approximate separable kernel, and interleaved sampling. The result is an extremely fast, very high-quality SSAO filter that can be used virtually everywhere. You don´t have to take my word for it. Here's...
Lightning fast, quality occlusion: Simple SSAO
I´ve implemented the algorithm described in this article I wrote some years ago:
http://www.gamedev.net/page/resourc...a-simple-and-practical-approach-to-ssao-r2753
And enhanced it with the latest advances in SSAO: an approximate separable kernel, and interleaved sampling. The result is an extremely fast, very high-quality SSAO filter that can be used virtually everywhere. You don´t have to take my word for it. Here's...
Lightning fast, quality occlusion: Simple SSAO