SSDO or Screen Space Directional Occlusion is a new method for approximating real time global illumination (GI). It can be seen as an improved version of the SSAO (screen space ambient occlusion) method with one bounce of indirect illumination.
With SSDO, red and blue shadows are visible, whereas AO shadows are completely grey.
The paper that describes the SSDO method is available HERE.
4 thoughts on “SSDO: Screen Space Directional Occlusion”
hey, I work with this guy who wrote the paper… he’s a genius
There is something very special with this.
An extended version of this could be made that is almost perfectly scalable.
Pant with deferred shading the light of the light sources in the first pass.
If there is time left. make a new copy of the light maps and paint the light from all sources on all objects.
Do this while there is still time left.
If there isn’t or it takes too long.
Don’t start a new one and use it or when buzzy use the last pass to avoid artefacting.
There is also another way for ray-tracers to do somewhat this kind of thing. Don’t calculate light directly but calculate how the light will spread. Then you just input the light sources and let some mathematical ranges/integrals solve it perfectly!
In my last post.
I meant paint not pant.
And the second way could be much, much faster than trying to calculate all the photons/light rays individualy.
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