openglssao

Scalable Ambient Obscurance rendering issue


I am trying to implement this SAO algorithm.

I am getting the following result :

result

I can't figure out why I have the nose on top of the walls, it seems to be a z-buffer issue.

Here are my input values :

const float projScale = 100.0;
const float radius = 0.9;
const float bias = 0.0005;
const float intensityDivR6 = pow(radius, 6);

I am using the original shader without modifications, except that I disable the usage of mipmaps of the depth buffer.

My depth buffer (on different scene, sorry) :

depth


Solution

  • It should be an issue with the zbuffer linearization or it's not between -1 and 1.