@m4d: nah unfortunately that's still very hard to do in vvvv with current setup. to my understanding this uses a similar technique to screen space reflection (which is also on the way ;) )
@mrboni: that would be awesome! Sometimes it's just damn wrong, very noisy i have to blur it a lot and not the fastest either :(
@m4d: yeah something similar if i read it correctly
Wow! first time a see so complex scene in 4V. I would love to see this in action :)
yea nice
oh nice! voxel cone tracing?
@m4d: nah unfortunately that's still very hard to do in vvvv with current setup. to my understanding this uses a similar technique to screen space reflection (which is also on the way ;) )
@microdee: ahh, nice! was planning on doing SSR too, but not much time for vvvv these days..
@microdee - does the technique have a name?
yeah coherent screen space global illumination https://www.youtube.com/watch?v=o7n4hc82k3g
unfortunately it's still not as good as what you can see in the video. and probably i'll try to implement SSDO (http://people.mpi-inf.mpg.de/~ritschel/Papers/SSDO.pdf) instead of this
Ah cool. I started working on SSDO. I'll try to dig it out and see how far from finished it is. Can maybe save you a job.
You don't think CSS is worth pursuing?
ah, arkanos technique is a derivate of ssdo though if i'm not mistaken.
@mrboni: that would be awesome! Sometimes it's just damn wrong, very noisy i have to blur it a lot and not the fastest either :(
@m4d: yeah something similar if i read it correctly
hey it looks really nice! but what about the hbao
http://www.geforce.com/hardware/technology/hbao-plus/technology
it can be found in the dx sdk. i dont know but that one looked fast to me.
hbao gives somewhat the same result as current ssao techniques implemented. this time it's an attempt to approximate/fake color bleeding too.
Ah now I see. Yeah that definately adds some realism to the scene