
Its an implementation of cryteks SSAO, horizon based SSAO (Bavoil et al. http://www.sci.utah.edu/~bavoil/) and crease shading (http://www.shalinor.com/research.html) with a few parameters tweakable in the gui. If time allows it there be a fourth algorithm (basically crytek with normal alligned hemisphere) but I didn't manage to finish it yet.
All the code and the implementations of the algoriths are very rough and not final. There might also be hardware issues since it is only "tested" on an ATI card (4830) with OpenGL only!. The implementations are also more for academic purposes than for production. The goal is to have a nice and good looking working implementation not super optimized code.
You can find all sources at http://bitbucket.org/simonwallner/ogre-ssao-sample as an relatively up to date fork of ogre.
NOTICE: The licenses of some contents are not clear yet. (the sibenik cathedral and sponza atrium which are widely available on the web, the implementations of the algorithms itself since they stem from a book respektively from megan fox' website). So, use it with care. I'm going to clear out all licensing issues once the sample is final. At least, I will try.
I'd be happy if you would test the sample, tell me what you think about it, and what possible improvements are. I'd also love to see parts of this sample in real production code, i.e. your projects. (beware the licensing stuff above!)
so long, kind regards,
Simon
