Showreel 2012

Software: Away3D 4.x

Avatar
theMightyAtom, Sr. Member
Posted: 29 May 2012 09:06 AM   Total Posts: 669

In case anybody missed it (I know I did) the Away3D 2012 Showreel is in the wild…
http://www.youtube.com/watch?v=qFT39KdBRYk

It definitely shows the diversity of the projects using the library.
Nice one guys.

At about 1:38 there’s a demo that appears to show an Ambient Occlusion effect. How do you do that?? And is the demo/source online?
http://www.youtube.com/watch?feature=player_detailpage&v=qFT39KdBRYk#t=97s

I can just about make out the signature is one “David Lenaerts” (no surprise there!)

Cheers

 

   

mth4, Newbie
Posted: 01 June 2012 07:35 AM   Total Posts: 15   [ # 1 ]

I would be also very enthusiastic to know that.

 

   

Richard Olsson, Administrator
Posted: 16 June 2012 01:28 PM   Total Posts: 1192   [ # 2 ]

The SSAO (screen-space ambient occlusion) effect is part of an experimental alternative render pipeline supporting deferred rendering. This is something that one of our core team members, David Lenaerts (DerSchmale) has been working on, and that we hope to include in Away3D 4.1 for release sometime after the summer.

 

   

Avatar
kurono, Sr. Member
Posted: 01 August 2012 03:55 PM   Total Posts: 103   [ # 3 ]

I did something like overkill (because of lack in pure AGAL) for SSAO. Of course it’s ugly and low-res >_<
The scene has no any lights.
Render encoded depthbuffer:

_view.renderer = new DepthRenderer(truefalse); 

Take the screenshot of current view:

public static function renderToBitmap(view:View3D):BitmapData {
   
var bitmap:BitmapData = new BitmapData(view.widthview.heightfalse0xffffff);
   
view.renderer.swapBackBuffer false;
   
view.render();
   
view.stage3DProxy.context3D.drawToBitmapData(bitmap);
   
view.renderer.swapBackBuffer true;
   return 
bitmap;
  

In PixelBender:
Convert to grayscale depthmap:

pixel4 pix sampleNearest(depthmapoutCoord());
float4 greypix float4((1.0 pix.g), (1.0 pix.g), (1.0 pix.g), 1); 

Then make standard SSAO.

_view:View3D is small enough (128x128) to increase performance.

But anyway, we’re looking forward to your SSAO-filter3d, Away3D guys! Now the only filter using depthbuffer is DOF.

 

   

Avatar
theMightyAtom, Sr. Member
Posted: 04 August 2012 05:48 AM   Total Posts: 669   [ # 4 ]

Hey that’s a really cool effect.

Can you expand on “Then make standard SSAO”, I must have been off school that day….

Cheers!

 

   

Richard Olsson, Administrator
Posted: 04 August 2012 08:06 AM   Total Posts: 1192   [ # 5 ]

Google SSAO or read the Wikipedia article for how SSAO is usually implemented (which is probably what kurono is referring to as “standard SSAO”).

http://en.wikipedia.org/wiki/Screen_Space_Ambient_Occlusion

 

   

Avatar
kurono, Sr. Member
Posted: 09 December 2013 12:43 PM   Total Posts: 103   [ # 6 ]

Last day, I’ve implemented kinda SSAO: https://github.com/away3d/away3d-core-fp11/pull/664

 

   

Avatar
theMightyAtom, Sr. Member
Posted: 10 December 2013 08:51 AM   Total Posts: 669   [ # 7 ]

Thanks for that smile

What I got out of it, I wouldn’t call Ambient Occlusion, but a nice outline effect similar to Sketchup.

BTW, you need to import the task into the filter class before it will compile.

import away3d.filters.tasks.DepthSSAOFilter3DTask

Very cool.

 

   

Avatar
kurono, Sr. Member
Posted: 11 December 2013 09:02 PM   Total Posts: 103   [ # 8 ]

Well, just try to play around with the following params: “r” and “contrast” to make things smoother.

What’s about the effect itself, I said it was “kind a ssao”, not 100% ssao. It uses similar cosine-based technique.

Btw, the pure outline effect can be simply achieved via the finite difference approximation of the laplasian op:
delta(f(x, y)) = f(x - 1, y) + f(x, y-1) + f(x+1, y) + f(x, y+1) - 4*f(x,y).

Still “No one is assigned” T_T

 

   
   

X

Away3D Forum

Member Login

Username

Password

Remember_me



X