Ok, now it is time to actually show how the method I use works. This is C style code, but with some changes from my original code, for clarity. That is because my code handles the many layers of the 3ds max G-buffer and how pixels are weighted and works with transparency. Also, my code also has a method for simulating ambient radiance (more on that in a later post).
Read on for the actual code.
Input:
x
Screen space x-coordinate (unit: pixels).
y
Screen space y-coordinate (unit: pixels).
zbuffer
Depth buffer with pixel z coordinates in camera space.
normalbuffer
Buffer with pixel normals in camera space.
samples
Constant with number of samples
radius
Radius of sample sphere. Very scene scale dependant.
coneAngle
The cosine of the cone angle of the occlusion.
coneAngle = cos( angle / 2 * DEG_TO_RAD )
where angle around 150 is a good value.
strength
Multiplier that can be used to tweak the strength of the occlusion.
The code:
for each pixel(x, y) { // Get current pixel depth float z = zbuffer[ x, y ]; // Do nothing with pixels that are the background if( z <= -1.0e30f || z == 0.0f ) continue; // Set initial variables float occlusion = 0.0f; int actualSamples = 0; // Map screen pixel to camera space point Ray cameraRay = MapScreenToCamRay( x, y ); cameraRay.dir = Normalize( cameraRay.dir ); Point3 p = -z * cameraRay.dir; Point3 normal = normalbuffer[ x, y ]; for( int i = 0; i < samples; i++ ) { // Calculate a random position within the radius. // The distribution below gives a good random sampling // This should be pre-calculated float rad = random01() * radius; float a = random01() * TWOPI; float b = random01() * TWOPI; Point3 vector; vector.x = rad * Sin( a ) * Cos( b ); vector.y = rad * Sin( a ) * Sin( b ); vector.z = rad * Cos( a ); // Get sample point, in camera space Point3 samplePoint = p + vector; // Get screen coordinate of the sample point Point2 screenSamplePoint = MapCamToScreen( samplePoint ); int sx = int( screenSamplePoint.x + 0.5f ); int sy = int( screenSamplePoint.y + 0.5f ); // If sample point is outside the bitmap then ignore it. // This code could potentially be skipped in a realtime scenario if( sx < 0 || sy < 0 || sx >= w || sy >= h ) continue; // Get z-buffer depth at sample point float sampleZ = zBuffer[ sx, sy ]; // Do nothing with samples that are the background if( sampleZ <= -1.0E30f || sampleZ == 0.0f ) return; // Get the difference of the depth at the sample and the depth at p float zd = sampleZ - z; // Ignore samples with a depth outside the radius or further away than p if( zd < radius ) { // Calculate difference in distance to sample point and the z depth at that point // Optimized by using squared, ok due to the nature of how we will use it // One could probably use samplePoint.z instead of length though. float zd2 = LengthSquared( samplePoint ) - sampleZ*sampleZ; // Check that the sample point is in front of the z-buffer depth at that point if( zd2 > 0.0f ) { // Now get a new point that is samplePoint, but with an adjusted z depth Point3 p2 = Normalize( samplePoint ) * -sampleZ; // Get cosine of angle between the normal in p and a vector from p to p2 float dp = DotProd( -normal, Normalize( p2 - p ) ); // Check that the angle is inside the cone angle if( dp > coneAngle ) occlusion += 1.0f; } } actualSamples++; } // Calculate final occlusion. // Multiply by 2 since we roughly lose quite a lot of samples with the normal check occlusion *= 2.0f * strength / float( actualSamples ); LimitValue( occlusion, 0.0f, 1.0f ); }
hi~ i am studying your code but had a ugly result. i use opengl fbo and texutre float_rgba32f to save the normal and depth. maybe there are some problem with that? may i ask you what you did for the z-buffer? just the vertex z value? or range it to 0-1? thanks!