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COP


SSAO

Here is a little test of the SSAO (Screen Space Ambient Occlusion) 
In video game, we use a very few sample by frame. I wanted to see what kind of results we could compute with more samples.
We need to compute a normal and poisition pass before to execute the COP rendering. This two pass are realy fast to compute. About 2s in the bouda case.
VEX code here

Conventional Occlusion
45s
Normal pass

World Position pass

COP SSAO 80 samples
3s
 

Subpages (1): SSAOVEX
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