Spellcaster Studios

Make it happen…

Computing a basis

For the SSAO, we have to compute a basis for the points to be able to do the random sampling…

My linear algebra was a bit rusted, but I found the Gram-Schmidt process to be useful for this. Basically it creates a geometric orthogonal from vectors, which define a local space, in my case aligned along the normal vector of the surface.

Displaying the tangent vector with the noise included, I get something like this:

screen391

It looks a bit silly, but it makes total sense when you map the colors to actual vectors, which shows the AO process is going nicely so far…

Now listening to “Paris Kills” by “The 69 Eyes”

Link of the Day: Another excelent documentary by “Ahoy”, now focusing on the history of the open world games:

Comment