[Released] Advanced AO - Wisdom Ambient Occulusion

I made this ambient occulusion to achieve less wrong occulusion and more accurate AO. It is using a height-field marching method, similar to HBAO. Rather than marching on horizon in HBAO, this method diretly marching on the normal surface by using some vector math tricks. This makes the occulusion related to the occulusion angle and it is more natural and physical.


This AO also accumulates the scene around the dark corners. It may achieve a GI effect, and make the AO more accurate. For example, the corner between two bright white planes should be at least brighter than the corner between two dark planes. This colored AO method can achieve this effect.

This AO supports OpenGL 3.2+, DirectX 11 and DirectX 9. The support for GLES is comming soon.

Screenshots:



It works well when handling far and complex scene while preserving details, which ordinary AO can not.

Every detail on the roof of far building still can be recognized, also the small gaps between wood planks, fences.

Now released with a price $17.99 !

Here are a set of indoor scene screenshots.
This is Crytek Sponza scene whithout AO effect:


And compared to screenshot with Wisdom AO:

It also handles outdoor huge scene to every detail:
Without AO:


With this AO:

( Can you see those dark corners on the bridge and the concrete structures :smile: )

1 Like

Another two sets of screenshots:

Seemed like SSAO Pro 1.1 Legacy works much better than the recommended 1.2… However it can not handle complex deep scene as Wisdom AO

The one thing I look at it other than the end result… is the actual editor tool gui and what features it has to get and tailor those end results.

Basically what options does your asset provide… right now I’m more inclined to use new fx stack that has a basic AO, only it currently lacks decent options like near/far distance cut off/ and falloff settings.

I’m keeping to add options.
Currently it has far distance, AO radius, AO angle bias, down sample ratio, colored AO boost, intensity and blur method

I updated the code and it now supports OpenGL 3.2+, DirectX 11 and DirectX 9. (The behavior may varies and you need to add a noise texture on Legacy platforms, such as DX9 and GL 2.1.)
All my maps and most of the effects are not working in GLES. I’m currently trying to make it available on GLES.

I’m a little surprised when I find that OpenGL is running the demo faster than DX11, especially CPU time is only about 15ms (compared to about 40ms on DX11)

Screenshot of DX11 mode:


Screenshot of GL Core mode:

Here is a screenshot of its controls:
2890775--212546--controls.png
More control options will be added in future.

2 Likes

After a prolonged download and import, I got some screenshots in the Blacksmith scene with lots of grasses, rocks and rugged surfaces.

Before AO:


After AO:

Before AO:


After AO:

It is RELEASED!