BlackMojito Posted January 23, 2018 Share Posted January 23, 2018 Hi, I am recently frustrated with the noise of the SSAO. Please see the attached image. We have the same problem with the sample on the official site too. I played around with the parameters but nothing helped. I am wondering if it is a problem with the normal reconstruction from the depth buffer. BTW, I tried SSAO2 too, the quality was really better but the performance was really poor compared to SSAO. And not all browsers support webgl2.0... Any idea to improve this annoying noise stuff? Thanks Quote Link to comment Share on other sites More sharing options...
BlackMojito Posted January 23, 2018 Author Share Posted January 23, 2018 The noises appear when the angle between the face normal and the camera direction reaches a certain angle. Quote Link to comment Share on other sites More sharing options...
BlackMojito Posted January 23, 2018 Author Share Posted January 23, 2018 Please see the AO Framebuffer. The wall appears really noisy while it should not be. It is actually pure flat... I've found something similar https://hub.jmonkeyengine.org/t/depth-only-ssao/37749. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted January 23, 2018 Share Posted January 23, 2018 Pinging @Luaacro Quote Link to comment Share on other sites More sharing options...
julien-moreau Posted April 25, 2018 Share Posted April 25, 2018 Hey, according to this playground https://www.babylonjs-playground.com/?24 have you played with the falloff and base values ? The problem with "depth only" SSAO is that it is harder to configure With the editor you can easily drag'n'drop your scene and take the perfect values: http://editor.babylonjs.com/v2/ . In the "Post-Processes" tool on the left, you can add the SSAO Rendering Pipeline and modify all these values to fit what you want Quote Link to comment Share on other sites More sharing options...
BlackMojito Posted April 26, 2018 Author Share Posted April 26, 2018 13 hours ago, Luaacro said: Hey, according to this playground https://www.babylonjs-playground.com/?24 have you played with the falloff and base values ? The problem with "depth only" SSAO is that it is harder to configure With the editor you can easily drag'n'drop your scene and take the perfect values: http://editor.babylonjs.com/v2/ . In the "Post-Processes" tool on the left, you can add the SSAO Rendering Pipeline and modify all these values to fit what you want Hi Luaacro, Hum...finally I integrated SAO (https://threejs.org/examples/webgl_postprocessing_sao.html) in my App. Quote Link to comment Share on other sites More sharing options...
Guest Posted April 26, 2018 Share Posted April 26, 2018 Woot! do you want to share it with the community?? Quote Link to comment Share on other sites More sharing options...
julien-moreau Posted April 29, 2018 Share Posted April 29, 2018 Agree !! Looks so cool !! Quote Link to comment Share on other sites More sharing options...
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