TE
科技回声
首页24小时热榜最新最佳问答展示工作
GitHubTwitter
首页

科技回声

基于 Next.js 构建的科技新闻平台,提供全球科技新闻和讨论内容。

GitHubTwitter

首页

首页最新最佳问答展示工作

资源链接

HackerNews API原版 HackerNewsNext.js

© 2025 科技回声. 版权所有。

Screen Space Ambient Occlusion Tutorial (2011)

23 点作者 nkron将近 10 年前

3 条评论

jblow将近 10 年前
I recommend against using SSAO. It makes games look bad (and kind of cheap), because the results do not look much like the way light really behaves.<p>If you want your rendering to have nice lighting, there are all kinds of preprocessed global illumination techniques you can use. Yeah, these are not great for animated objects, and SSAO people will tell you SSAO is good for animated objects ... except it isn&#x27;t, because again, the result does not look anything like actual light and shadow (I don&#x27;t consider speed to be a great virtue if the thing that you produced quickly is not very good... Unless there is no way to do anything better because you can&#x27;t affrod it.) There are other techniques you can apply in the case of animated objects to produce much better output (baking a per-vertex occlusion representation and evaluating it on the GPU, for example.)<p>There was a brief window in time when SSAO maybe seemed like a good idea but we are well past that.<p>The reason I say SSAO makes games look &quot;kind of cheap&quot; is because it usually gets used by Unity games that just turn on the SSAO flag. These games are instantly recognizable.
评论 #9891535 未加载
评论 #9901421 未加载
评论 #9892072 未加载
bhouston将近 10 年前
<a href="https:&#x2F;&#x2F;Clara.io" rel="nofollow">https:&#x2F;&#x2F;Clara.io</a>, our online 3D tool, supports high quality SSAO, here is an example of just SSAO on a scene, and nothing else:<p><a href="https:&#x2F;&#x2F;clara.io&#x2F;view&#x2F;966d2196-8573-47df-b9c2-bd6e1ad65a73" rel="nofollow">https:&#x2F;&#x2F;clara.io&#x2F;view&#x2F;966d2196-8573-47df-b9c2-bd6e1ad65a73</a>
HugoDaniel将近 10 年前
Great article that covers the basics and the tradeoffs between these techniques.<p>Yet i wonder if the techniques these days require multiple passes ? what kind of new techniques are used today to do this with one pass ?