Screen Space Ambient Occlusion for Quest3D
Here, you can grab a new demo executable, source of the same scene with hybrid SSAO channel and documentation with tutorial:
http://3dvrm.com/ssao/Approach used in this example might be difficult to use for projects with big amount of objects and for users not experienced with HLSL programming. There are way's to fix that using Smart Materials. Check thread for discussion on this subject. Example with smart materials:
http://forum.quest3d.com/index.php?action=dlattach;topic=66659.0;attach=128636Latest news:April 21, 2009
Documentation and example updateOn project's web page you can find a latest version of documentation. Now with code snippets for depth rendering of different objects. SSAO itself is updated with new blurring algorithm, new blur has a sligthly better quality.
Source owners will receive a newest version of source code by email, it containes clipping of pixels that don't need SSAO calculation, as for example sky.
April 06, 2009
Tutorial: “Adding SSAO to simple rendering pipeline”Another documentation update, I've added section with step by step tutorial on how to setup rendering pipeline with SSAO from scratch. Tutorial is made for Hybrid channel, difference in steps if you use source code is subtle, but I'll add special part explaining it with a next update. If you can't wait, drop me email, I'll send you example

(only for source code owners).
New version of documentation pack can be downloaded from project's web page rr use this direct link to zip file:
http://3dvrm.com/ssao/ssao_for_quest3d_documentation_&_tutorial_v03.zipMarch 31, 2009
"SSAO for Quest3D" source code is available for purchase.http://3dvrm.com/ssao/Benefits of having a source code are following:
- save videomemory by not using one texture of screen size resolution
- change size of downsampled depth texture to find the best quality\performance solution for particular project
- make SSAO buffer smaller than window size to improve performance (it will be resized back during blurring)
- port SSAO to any version of Quest3D that allows rendering into 32bit "render to texture"
- fine-tune SSAO's hlsl constants for specific project, to get better visual quality
- if your project has a different quality\performance setting, you can adjust SSAO quality settings in real-time as well
- get additional performance by calculating SSAO only for part of the screen, as you don't need it for the sky for example
- you get a technical support, we will help you to incorporate SSAO in your rendering pipeline
Current price is 149USD, this price will stay valid until 30 of April 2009.