Ambient Occlusion

Dirty corners

Ambient Occlusion is how exposed each point in a scene is to ambient lighting. It's effect is that it darkens darkens enclosed and sheltered areas of the scene.

VXAO (Voxel Ambient Occlusion ) - 2016


NVIDIA HBAO+ - 2013


Scalable Ambient Obscurance - 2012


HDAO (High Definition Ambient Occlusion) - 2009


HBAO (Image-Space Horizon-Based Ambient Occlusion) - 2008


SSAO (Screen Space Ambient Occlusion) - 2007

Each full screen pass sample the depth around each pixel and a darkening value is computed based on depth differences. Sampling is done randomly in a sphere around each pixel.


Ambient Occlusion - 2020


Scalable Ambient Obscurance for the Mathematically Uninclined - 2019

Local linear models and guided filtering – an alternative to bilateral filter - 2019


Large scale ambient occlusion: introduction & Eliminating light leaks - 2018

Study Notes: Improved Ambient Occlusion - 2018


Quick Peek: Ambient Occlusion - 2017


OpenGl SSAO Sample - 2014

Tech Feature: SSAO and temporal blur - 2014

Screen Space Ambient Occlusion - SSAO - 2014

Temporal supersampling and antialiasing - Intro & SSAO - 2014


SSAO with SlimDX and DirectX11 - 2013

Ambient occlusion for Minecraft-like worlds - 2013

Adding Shadow-mapping and SSAO to the Terrain - 2013

SSAO Tutorial - 2013


GDC 2012: Ambient Occlusion Fields and Decals in Infamous 2 - 2012

A Simple and Practical Approach to SSAO - 2010

Strided Blur and Other Tips for SSAO - 2009

SSAO - 2009

Screen Space Ambient Occlusion - 2008

Practical Use of SSAO - 2008

Star Craft II Effects & Techniques - 2008

Ambient Occlusion Lighting - 2006