Ambient Occlusion Shadow

Software: Away3D 4.x

taurus76, Newbie
Posted: 27 January 2012 01:10 PM   Total Posts: 4

Hi!

It would be great to have Ambient Occlusion Shadow.

Ambient occlusion on wikipedia

T76

   

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theMightyAtom, Sr. Member
Posted: 27 January 2012 02:58 PM   Total Posts: 669   [ # 1 ]

Already requested
[can’t post link to thread due to *SPAM* bug in forum. Come on guys, it’s pretty crippling when you can’t link threads]

But thanks for reminding the devs while they’re working on a release ;O)

   

wenzi, Newbie
Posted: 09 August 2012 02:31 AM   Total Posts: 1   [ # 2 ]
theMightyAtom - 27 January 2012 02:58 PM

Already requested
[can’t post link to thread due to *SPAM* bug in forum. Come on guys, it’s pretty crippling when you can’t link threads]

But thanks for reminding the devs while they’re working on a release ;O)


now gold var have released; why i’m not finding Ambient Occlusion function or class

   

laurent, Newbie
Posted: 29 August 2012 03:04 PM   Total Posts: 29   [ # 3 ]

@wenzi: it is not yet implemented

This blog post http://blog.bwhiting.co.uk/?p=383 can be a starting point of implementation.

   

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theMightyAtom, Sr. Member
Posted: 17 October 2012 09:31 AM   Total Posts: 669   [ # 4 ]

Bump!

I hope this is on the list for 4.1, otherwise I’d like to vote for it again.

The competition are offering this now.
http://alternativaplatform.github.com/Alternativa3D/Demos/SSAODemo/

This one blew me away,
http://codeflow.org/webgl/deferred-irradiance-volumes/www/
Tons of stuff going on there.

   

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Fabrice Closier, Administrator
Posted: 17 October 2012 10:05 AM   Total Posts: 1265   [ # 5 ]

We have similar work being dev for a while. Problem is that it’s very demanding, especially on mac side. The beautifull alternativa demo for instance, cooks my 3 yo MBP and runs mostly 8 fps with irregular jumps to 40.

The other link shows a loading bar stuck at 50%

   

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theMightyAtom, Sr. Member
Posted: 17 October 2012 10:19 AM   Total Posts: 669   [ # 6 ]

The alternativa demo is calculating every frame. Normally one cycle would be enough for static objects, so a lot less demanding.

I hope you get to see the WebGL demo. Try another browser maybe?
While I don’t see WebGL as any real alternative at the moment, this particular demo goes out of it’s way to show the inner workings of some pretty special lighting effects.

   

_kihu, Jr. Member
Posted: 09 January 2013 08:41 AM   Total Posts: 43   [ # 7 ]

Check this out:
http://blog.bwhiting.co.uk/?p=383

edit: Oh, I didn’t see it’s been posted already. Sorry.
WebGL demo is amazing.

Here is some info on global illumination and multiple lighting methods with code in C#. Perhaps someone will find it helpful.

http://en.wikibooks.org/wiki/GLSL_Programming/Unity/Many_Light_Sources

http://en.wikibooks.org/wiki/GLSL_Programming/Unity/Multiple_Lights

   

Tamjid Wafaa, Newbie
Posted: 12 February 2013 03:20 PM   Total Posts: 3   [ # 8 ]

In computer graphics, ambient occlusion attempts to approximate the way light radiates in real life, especially off what are normally considered non-reflective surfaces.
Unlike local methods like Phong shading, ambient occlusion is a global method, meaning the illumination at each point is a function of other geometry in the scene. However, it is a very crude approximation to full global illumination. The soft appearance achieved by ambient occlusion alone is similar to the way an object appears on an overcast day.

   

_kihu, Jr. Member
Posted: 13 February 2013 09:13 AM   Total Posts: 43   [ # 9 ]

edit: sorry, I’ve posted in a wrong thread

   
   

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