The deferred shading demo at 50FPS on a GTX 660
NVIDIA has done a great job for all 3D graphics developers: a collection of NVIDIA’s key presentations, code samples, demo programs, and whitepapers on the topic of shadowing under one page, giving developers a broad resource covering everything from the latest on cascaded shadow maps and real-time ambient occlusion to the basic principles of stencil shadowing and hardware-accelerated percentage-closer filtering.
ShaderMap is a small tool to convert photographic textures to height, ambient occlusion, normal, dudv, and specular maps. The free version is in command line and makes it a powerful tool to convert large amount of maps!
Okay guys, no more to tell, I’ve tried and it works well. The following images show the color map that has been used to produce the normal and ambient occlusion maps. I think this tool can be useful for your real time demos you code with GeeXLab.
NVIDIA has published a new paper from SIGGRAPH 2008 about HBAO (Horizon-Based Ambient Occlusion), an innovative improved form of screen-space ambient occlusion (SSAO). From the paper, HBAO seems to be easily integrable into an existing game engine:
– Input Data = eye-space depths and normals
– Rendered in a post-processing pass
The paper is available here: Horizon-Based Image-Space Ambient Occlusion: from SIGGRAPH 2008
faogen is a fast ambient occlusion generator. Use your video card GPU to compute ambient occlusion really fast. Support both texture and per-vertex calculation. Input scene can loaded from Wavefront OBJ or LightWave 3D object (*.LWO) files (future versions will allow to use more file formats).
Faogen itself uses hardware shadow mapping, floating-point render targets and OpenGL Shading Language to compute ambient occlusion data. This process is much faster than any CPU-based approach.
Try the version 2.0 HERE.