ssao

SSAO的技术原理

三世轮回 提交于 2020-02-27 20:52:03
记录下最近学习SSAO的心得,免得过段时间又忘记了,毕竟好记性不如烂笔头。 SSAO也就是环境光遮蔽,是一种实时渲染中模拟环境光线被遮挡的技术,性能比较高,可以在图形的后处理中实现。它的基本步骤如下: 1. 在真正渲染场景之前,先使用MRT技术,将深度值写入到一个纹理中。 2. 然后开始真正的渲染。在片段着色器中将当前的屏幕坐标A转换为归一化坐标,然后再转换为三维坐标P 3. 以三维坐标P点为中心,以R为半径的球体空间内(如果有法线,则为半球体空间),产生若干随机数作为采样。 4. 将采样点转换为屏幕坐标G,根据G.x和G.y从深度缓存纹理中取出深度值cacheZ,如果G.z > cacheZ,就用A.z-G.z作为当前采样点的遮蔽。 5. 计算采样点的遮蔽的平均值,作为屏幕A点的遮蔽因子,用于影响环境光照计算。 来源: oschina 链接: https://my.oschina.net/u/1273706/blog/3162338

Three.js post process: FXAA does not work with SSAO enabled

有些话、适合烂在心里 提交于 2020-01-17 02:21:08
问题 In this simple test scene, I need SSAO and FXAA effects composed together, but I can't get it work. When SSAO is enabled, if I also enable FXAA the render gets black. In the fiddle, if you uncomment composer.addPass(FXAA_effect); you'll see the issue. I check different examples of how to add these effects one at time, they work individually, but I can't get them together. What am I missing? JSFiddle: http://jsfiddle.net/ur3tpwag/ That's the code: var scene = new THREE.Scene(); var camera =

SSAO artefacts in Three

百般思念 提交于 2020-01-11 07:10:51
问题 I'm really struggling to fix an issue with my SSAO shader and could desperately use some help. Basically the shader seems to work on some objects, but looks really bad on others. From the below you can see the sphere looks correct, but the cube seems to be doing occlusion on normals that it shouldn't. Here is a screenshot: I am basing my shaders off of this tutorial: http://devmaster.net/posts/3095/shader-effects-screen-space-ambient-occlusion In my render chain I render 2 render targets

SSAO artefacts in Three

99封情书 提交于 2020-01-11 07:10:43
问题 I'm really struggling to fix an issue with my SSAO shader and could desperately use some help. Basically the shader seems to work on some objects, but looks really bad on others. From the below you can see the sphere looks correct, but the cube seems to be doing occlusion on normals that it shouldn't. Here is a screenshot: I am basing my shaders off of this tutorial: http://devmaster.net/posts/3095/shader-effects-screen-space-ambient-occlusion In my render chain I render 2 render targets

ThreeJS SSAO with SSAA

吃可爱长大的小学妹 提交于 2019-12-22 01:02:34
问题 i'd like to integrate the SSAO-Shader (Screen Space Ambient Occlusion) into my antialiasing render stack (Super Sampling Anti-Aliasing). The AA is necessary for high-quality rendering, the default antialiasing delivered by my gpu isn't always sufficient. Now i've already integrated SSAO into the usual render process, but my new goal is to combine both techniques. For this, i've set up a fiddle. The first EffectComposer renders the scene onto a renderTarget with twice the resolution of the

How to use the three.js SSAO shader?

元气小坏坏 提交于 2019-12-20 03:23:06
问题 I'm trying to render a scene with the SSAO post-processing shader. There aren't any errors but I can't see any difference between the scene rendered with and without the SSAO pass. I initialize the renderer like this: // Create WebGL Renderer var renderParameters = { antialias: false, alpha: false, clearColor: 0xFFFFFF }; renderer = new THREE.WebGLRenderer(renderParameters); renderer.autoClear = false; renderer.setSize(viewportWidth, viewportHeight); // Create render targets

ThreeJS SSAO Shader w/ Skinned/Animated Models

半腔热情 提交于 2019-12-11 18:05:41
问题 Is the SSAO shader included with ThreeJS compatible with skinned/animated models? I've implemented the SSAO shader in my sandbox here: http://www.titanpass.com/game_development/my_first_game/index.html Oddly, you will notice a kind of white shell around all the monsters as they move. This is the SSAO effect that is not updating with the skinned animations. Any suggestions or insight on this issue would be greatly appreciated. 回答1: Problem solved! Just had to use THREE.DepthPassPlugin() based

Rendering multiple scenes, with only 1 using SSAO [Three.js]

烂漫一生 提交于 2019-12-08 08:26:58
问题 In my continued experimentation with Three.js, I've hit another wall that I can't seem to climb over. I'm trying to have a background scene (that has a floor in it) rendered below a foreground scene which has an SSAO post-process effect. The background scene should not have any post-processing applied. I've tried multiple approaches (using masks, etc) and I just can't seem to crack this. The main problem I'm seeing is that the background of the SSAO scene is non-transparent so the background

Rendering multiple scenes, with only 1 using SSAO [Three.js]

浪尽此生 提交于 2019-12-08 03:00:27
In my continued experimentation with Three.js, I've hit another wall that I can't seem to climb over. I'm trying to have a background scene (that has a floor in it) rendered below a foreground scene which has an SSAO post-process effect. The background scene should not have any post-processing applied. I've tried multiple approaches (using masks, etc) and I just can't seem to crack this. The main problem I'm seeing is that the background of the SSAO scene is non-transparent so the background scene isn't showing. I'm still not convinced that even if that transparency issue is solved that things

ThreeJS SSAO with SSAA

↘锁芯ラ 提交于 2019-12-04 21:06:53
i'd like to integrate the SSAO-Shader (Screen Space Ambient Occlusion) into my antialiasing render stack (Super Sampling Anti-Aliasing). The AA is necessary for high-quality rendering, the default antialiasing delivered by my gpu isn't always sufficient. Now i've already integrated SSAO into the usual render process, but my new goal is to combine both techniques. For this, i've set up a fiddle. The first EffectComposer renders the scene onto a renderTarget with twice the resolution of the canvas. From this, i'd like to use the depthTarget for SSAO. The final step is to draw the rendered image