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I wrote an ssao algorithm with compute shaders and view-position-reconstruction from the depth buffer. It works great for objects near by but results in strip or banding artifacts for large planes further away:enter image description here

This does not happen if i use an explicit position buffer. I don't think this is because of floating point accuracy. My methods to reconstruct the position for the original pixel and the z coordinate for the pixels in its hemisphere:

vec3 calcViewPos(vec2 texCoords, float depth){
    vec3 clipPos = vec3(texCoords, depth) * 2.0 - vec3(1.0);
    vec4 viewPos = vec4(vec2(invProj[0][0], invProj[1][1]) * clipPos.xy, -1,
                                   invProj[2][3] * clipPos.z + invProj[3][3]);
    return(viewPos.xyz / viewPos.w);
}

I use a GL_DEPTH_COMPONENT32 depth texture. I could solve the problem by a little hack: Comparing the normal of the original pixel and the normal of the neighbourhood pixels and skipping those which have a too similar normal solves this problem (since this only occurs on those large plains), but causes an additional texture lookup in a for loop, which costs too much (and would make using a position buffer again more efficient).

Did any of you experience a simillar problem or have ideas of how to solve this smarter? Thank you very much :)

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  • $\begingroup$ Are you offsetting the depth positions with a bias value? And are you using any depth clamping? And what is your depth slope factor? $\endgroup$
    – pmw1234
    Dec 3 '21 at 12:05
  • $\begingroup$ @pmw1234 yes i tried to increase the bias already, but that just shifts the banding along the view-z-axis and of course lowers the quality of the remaining ao. No i don't use depth clamping. If you mean the fov, its 70 degree $\endgroup$ Dec 3 '21 at 21:51

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