SSAO - Possible toon shading? - Meh.

Published October 12, 2007
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Man I'm burnt out. Ya know, burnt to a crisp. Yet I keep on working towards my vision.

*posts screenshots of gameplay*

;-)

Anyways, a graphics technique has recently caught my eye, I saw the IOTD here, and I remember reading about it in the Crytek paper...'Screen Space Ambient Occlusion' [ SSAO ]. It is an interesting screen-space algorithm that in theory generates ambient occlusion data based off the depth [ and maybe the normals ] of the scene, the Crytek paper is frustratingly sparce on information...so I relied on the description in the IOTD and there was another source out there [ just google for SSAO ], which has some good info.

I decided to spend a few hours playing around with it, to see what it could get me. I was disapointed with my results...constant banding issues, bleeding of shadowing off objects, and depth value issues I'm too busy to spend hours working on.

Though I did stumble across the beginnings of a toon-shading algorithm of some kind...actually it's basically just edge detection with some fudged ambient occlusion, but still...I thought it looks interesting and could maybe give me a fresh visual direction to go in.

Just food for thought...one of the 100 things I'm juggling right now...I'm not interested [ or allowed? ] to post day to day progress on the game anymore...so I'm just going to post things like this every so often.

Anyways...down to the screenshots.

First off...here are 2 new weapons for the game [ remember there are 30 total ].





Now down to the SSAO -

Here is a screengrab from the Crytek paper. How SSAO is supposed to look.


My two failed attempts...after an hour or so...



Now the fun stuff...I stumbled accross this...[Ignore the frame-rates...I'm rendering all the other aspects of the scene as well as the SSAO, they're just not visible.] Plus my new monitor @ 2560x1600 kinda slows windowed apps down with 20 other things running in the background on my measly 8800GTS.
Final composite...on a car.

Raw output of the early toon/hand drawn look...








Inputs into the algorithm...
Depth

Normals


That is all.

- Danny
0 likes 4 comments

Comments

jollyjeffers
Looks like some sort of charcoal relief sketch. Could be pretty cool for some sort of cutscene like transition? I've been impressed (but see a lot more innovation yet) in the game graphics when characters die - the simple way some post-process for washed out colours and so on...

eh... anyway... could always have SSAO as a bonus feature for paying customers post-release.

Jack
October 12, 2007 04:24 AM
dgreen02
Yea I'm gonna come back to SSAO soon, I didn't get much time to play :-/

Also if I went the "toon" route, the above would just be the start...I'd have to do all the other steps of toon shading...I've never coded it up before it would be fun to try. It would probably invalidate my current art also.

Either way I'm happy with the screens posted 2 entrys ago...I dont care what ppl say, I think that's the perfect level of gfx detail for my game.

- Danny
October 12, 2007 04:43 AM
Driv3MeFar
The car rendered with SSAO reminds me of Crackdown. I think it looks great either way.
October 12, 2007 12:15 PM
johnhattan
As usual, cool screenshots.
October 12, 2007 03:20 PM
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