Corners Don't Look Like That: Regarding Screenspace Ambient Occlusion (2012)
160 points - yesterday at 3:07 PM
SourceComments
https://nothings.org/gamedev/ssao/IMG_0064.JPG
You can see a sharp shadow near the door frame. So yeah, ambient occlusion is not going to simulate that, but it was never supposed to?
It's supposed to make 3D shapes look good without the need to place lights or do more complex ray tracing. It roughly approximates what you could perhaps see inside a photographic lightbox. Light is coming from every direction and every surface is matte.
The reason it's used in computer games is not that it's photorealistic under all lighting conditions. It's that it makes geometries look better than before with less computational overhead than the alternatives. Harsh lights often look nasty and diffuse lighting is expensive.
i wonder if this is on purpose to avoid this illusion where i cant tell if im looking at a convex or concave just from three lines
Thank you for these photographs! It would be awesome to have a CG benchmark like this (geometry + light properties) that we could compare to. I'm sure this exists already but. Very neat!
It's a common pattern that newly possible (usually due to hardware) effects are overdone for the wow / up-to-date look effect.
Many time in my traditional media classes I will use the term ambient occlusion (AO) and describe it in exactly the same way as I would to my 3D class. Specifically, I ask them to imagine being surrounded by a sphere of even light. In such a case, where would the shadows be? I follow this by discussing contact shadow (e.g. the dark line between your hands as they are placed together) and core shadow (e.g. the darkness of your nostrils). In 3D rendering, both these classes of shadows are served by the AO pass.
Certainly, I would say that AO is a natural phenomenon, but it is also an effect that can be used to sweeten the naturally flat effect of a raster engine like Eevee.
I still canāt help but read most of this article as a story of a guy trying to prove his theory that corners arenāt actually dark, taking photos and plotting luminance graphs of corners, repeatedly getting these strong vee-shaped graphs that indicate that the surface darkens linearly towards the corner, and just gathering more and more pictures until eventually he finds some which show flat luminance lines, at which point he declares victory because heās proven that corners donāt darken.
Given that accuracy isnāt the goal anyway Iāve often wondered if it wouldnāt be better in many cases to apply a sort of pre-calculated AO that uses a relatively small atlas of shading textures rendered on flat surfaces as decals (disclaimer: I am not a graphics programmer). Itād apply only to angular surfaces (so for example human faces wouldnāt be included) but Iād say that 80-90% of the benefit of AO lies in things like corners of rooms anyway ā itās really just manmade objects that look bad without AO, organic shapes donāt suffer nearly as badly.
Also, looking just at inner corners of the room is too specific, SSAO affects creases everywhere, not just at the inner corners of the box.
Literally nothing real looks like CG. Shadows and lighting don't look like that. Optical effects don't look like that. People don't move like they do in games and CG animations. Physics IRL doesn't work like it does in games. Real world doesn't look like filtered JPEGs stretched over wireframes with LODs.
I'm far from a neatfreak but if those are there can you imagine what the inside of bro's computer looks like? Poor thing is probably so hot
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