NVidia HBAO+ source on github

  • lowenz
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8 years 2 weeks ago #1 by lowenz NVidia HBAO+ source on github was created by lowenz

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  • Marty McFly
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8 years 2 weeks ago #2 by Marty McFly Replied by Marty McFly on topic NVidia HBAO+ source on github
I already submitted my application (source code is not openly available) so in a few hours I'll be able to have a look at it.

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  • aufkrawall
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8 years 2 weeks ago #3 by aufkrawall Replied by aufkrawall on topic NVidia HBAO+ source on github
I don't know if this has already been mentioned, but what about HDAO of AMD's gpuopen? :)
github.com/GPUOpen-Effects/AOFX/
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  • Marty McFly
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8 years 2 weeks ago #4 by Marty McFly Replied by Marty McFly on topic NVidia HBAO+ source on github
Could port it but really, it's not that revolutionary.
Btw, HBAO+

[img
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  • Boulotaur2024
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8 years 2 weeks ago - 8 years 2 weeks ago #5 by Boulotaur2024 Replied by Boulotaur2024 on topic NVidia HBAO+ source on github
They finally dropped the source-code now that VXAO is king (and deservedly so) :
abload.de/img/vxao_hbao_1vkxff.gif

Well it's still a good news. Thanks for posting !
Last edit: 8 years 2 weeks ago by Boulotaur2024.
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  • Marty McFly
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8 years 2 weeks ago - 8 years 2 weeks ago #6 by Marty McFly Replied by Marty McFly on topic NVidia HBAO+ source on github
Screenspace approximation vs world space volumetric integral, who wins :p
Although I'd really like to see debug screenshots of that.
Last edit: 8 years 2 weeks ago by Marty McFly.

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  • Kleio420
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8 years 2 weeks ago #7 by Kleio420 Replied by Kleio420 on topic NVidia HBAO+ source on github

Marty McFly wrote: Screenspace approximation vs world space volumetric integral, who wins :p
Although I'd really like to see debug screenshots of that.

if possible could you port over hbao+ if they are putting the source out in the open now ? Just out of curiosity if you did find the time to do this what about HDAO as well.Also how come with reshade things like hbao have such a huge fps cost vs in game implementations is it more of a reshade limit of being generically based or just how the ao is being applied in reshade vs how having access to the game engine would apply it ?

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  • Marty McFly
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8 years 2 weeks ago #8 by Marty McFly Replied by Marty McFly on topic NVidia HBAO+ source on github
???

I literally just posted a screenshot of HBAO+
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  • JBeckman
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8 years 2 weeks ago - 8 years 2 weeks ago #9 by JBeckman Replied by JBeckman on topic NVidia HBAO+ source on github
GTA San Andreas? Huh so HBAO+ could actually be used from a injector? (ENB? If that is GTA:SA) interesting. :)
(Well I guess it depends on what you are allowed to do with the code I suppose.)
Last edit: 8 years 2 weeks ago by JBeckman.

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  • Marty McFly
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8 years 2 weeks ago #10 by Marty McFly Replied by Marty McFly on topic NVidia HBAO+ source on github
It is HBAO+ ported to ReShade, the actual source code of it..

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  • Elimina
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8 years 2 weeks ago #11 by Elimina Replied by Elimina on topic NVidia HBAO+ source on github
What happened to the HBAO+ download thread? It doesn't seem to be in presentation anymore

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  • Marty McFly
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8 years 2 weeks ago #12 by Marty McFly Replied by Marty McFly on topic NVidia HBAO+ source on github
Have you downloaded the file and tried it?
If not, look at today's date, then you can guess what it does :P

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  • Elimina
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8 years 2 weeks ago #13 by Elimina Replied by Elimina on topic NVidia HBAO+ source on github

Marty McFly wrote: Have you downloaded the file and tried it?
If not, look at today's date, then you can guess what it does :P


Dammit marty XD I should have known

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  • Boulotaur2024
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8 years 2 weeks ago - 8 years 2 weeks ago #14 by Boulotaur2024 Replied by Boulotaur2024 on topic NVidia HBAO+ source on github

Marty McFly wrote: Screenspace approximation vs world space volumetric integral, who wins :p
Although I'd really like to see debug screenshots of that.


There you are :



I believe this is exactly the Ambient occlusion part that we saw in that VXGI demo a few months ago... Although it was never stated anywhere. It's just an educated guess.

VXAO is a lot better of course, but it comes at a high performance cost...

Also I'd be interested in a HBAO+ port for Reshade if you have the file lying around on your HDD...
People are going to ask for it anyway... Marketing yeah I know... But still...
Last edit: 8 years 2 weeks ago by Boulotaur2024.
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  • crosire
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8 years 2 weeks ago - 8 years 2 weeks ago #15 by crosire Replied by crosire on topic NVidia HBAO+ source on github

Boulotaur2024 wrote: Also I'd be interested in a HBAO+ port for Reshade if you have the file lying around on your HDD...

This isn't going to happen anytime soon, quote from the HBAO+ source code:
NVIDIA CORPORATION and its licensors retain all intellectual property 
and proprietary rights in and to this software, related documentation 
and any modifications thereto. Any use, reproduction, disclosure or 
distribution of this software and related documentation without an express 
license agreement from NVIDIA CORPORATION is strictly prohibited.
Last edit: 8 years 2 weeks ago by crosire.

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  • jas01
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8 years 2 weeks ago #16 by jas01 Replied by jas01 on topic NVidia HBAO+ source on github

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  • lowenz
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7 years 7 months ago #17 by lowenz Replied by lowenz on topic NVidia HBAO+ source on github

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  • Marty McFly
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7 years 7 months ago - 7 years 7 months ago #18 by Marty McFly Replied by Marty McFly on topic NVidia HBAO+ source on github
I ported that as well some time ago, it's not worth it.
Last edit: 7 years 7 months ago by Marty McFly.

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  • robgrab
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7 years 7 months ago #19 by robgrab Replied by robgrab on topic NVidia HBAO+ source on github
Doesn't Marty have a code sharing agreement with NVIDIA since they had no problem borrowing his code? :)

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