Hirdetés
- Megtartotta Európában a 7500 mAh-t az Oppo
- iPhone topik
- Samsung Galaxy S23 Ultra - non plus ultra
- Samsung Galaxy Watch (Tizen és Wear OS) ingyenes számlapok, kupon kódok
- Fotók, videók mobillal
- Google Pixel topik
- Xiaomi 15 - kicsi telefon nagy energiával
- Samsung Galaxy S25 Ultra - titán keret, acélos teljesítmény
- Poco F6 5G - Turbó Rudi
- Android alkalmazások - szoftver kibeszélő topik
Új hozzászólás Aktív témák
-
->Raizen<-
veterán
válasz
soultrapp
#16567
üzenetére
Én ssao-t használok.
[link]"The algorithm is implemented as a pixel shader, analyzing the scene depth buffer which is stored in a texture. For every pixel on the screen, the pixel shader samples the depth values around the current pixel and tries to compute the amount of occlusion from each of the sampled points. In its simplest implementation, the occlusion factor depends only on the depth difference between sampled point and current point.
Without additional smart solutions, such a brute force method would require about 200 texture reads per pixel for good visual quality. This is not acceptable for real-time rendering on current graphics hardware. In order to get high quality results with far fewer reads, sampling is performed using a randomly rotated kernel. The kernel orientation is repeated every N screen pixels in order to have only high-frequency noise in the final picture. In the end this high frequency noise is greatly removed by a NxN post-process blurring step taking into account depth discontinuities (using methods such as comparing adjacent normals and depths). Such a solution allows a reduction in the number of depth samples per pixel to about 16 or fewer while maintaining a high quality result, and allows the use of SSAO in soft real-time applications like computer games.
Compared to other ambient occlusion solutions, SSAO has the following advantages:
Independent from scene complexity.
No data pre-processing needed, no loading time and no memory allocations in system memory.
Works with dynamic scenes.
Works in the same consistent way for every pixel on the screen.
No CPU usage – it can be executed completely on the GPU.
May be easily integrated into any modern graphics pipeline.
Of course it has its disadvantages as well:
Rather local and in many cases view-dependent, as it is dependent on adjacent texel depths which may be generated by any geometry whatsoever.
Hard to correctly smooth/blur out the noise without interfering with depth discontinuities, such as object edges (the occlusion should not "bleed" onto objects)."
Új hozzászólás Aktív témák
- One otthoni szolgáltatások (TV, internet, telefon)
- Milyen monitort vegyek?
- Azonnali alaplapos kérdések órája
- Milyen processzort vegyek?
- Milyen autót vegyek?
- Hollow Knight és Silksong
- OLED TV topic
- Fejhallgató erősítő és DAC topik
- BestBuy topik
- Megtartotta Európában a 7500 mAh-t az Oppo
- További aktív témák...
- PowerColor HellHound AMD Radeon RX 6700 XT 12GB GDDR6
- GIGABYTE XTREME RTX 3080 Ti 12GB GDDR6X Videokártya!
- PowerColor 9070 XT Hellhound Spectral White OC 16GB - Garancia 2028.05.28 - BESZÁMÍTÁS
- 27% - GIGABYTE RTX 3080 Ti OC 12GB GDDR6X GAMING Videokártya! BeszámítOK
- PC bontás - Thermaltake ház, Fsp 650W, GIGYBYTE AB350M, AMD RYZEN 5 1600x, 16GB DDR4 3000, GTX 1080
- GYÖNYÖRŰ APPLE WATCH ULTRA 2 NATURAL TITANIUM 49MM -1 ÉV GARANCIA - MS3715, 98% AKKUMULÁTOR
- BESZÁMÍTÁS! ASUS H510M i5 10400F 16GB DDR4 512GB SSD RTX 2080 Super 8GB Zalman T4 PLUS FSP 700W
- Dell latitude, precision, xps, magyar világítós billentyűzetek eladóak
- Lenovo ThinkPad P15 Gen 2 - i7-11850H 32GB 1000GB Nvidia RTX A4000 8GB 1 év gar.
- Asus TUF Gaming F15 FX507 - 15,6"FHD 144Hz - i5-12500H - 8GB - 512GB SSD - RTX 3050 - 1 év garancia
Állásajánlatok
Cég: Laptopműhely Bt.
Város: Budapest
Cég: NetGo.hu Kft.
Város: Gödöllő


