Ambient Occlusion
Dirty corners
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
NVIDIA HBAO+ - 2013
Scalable Ambient Obscurance - 2012
HDAO (High Definition Ambient Occlusion) - 2009
HBAO (Image-Space Horizon-Based Ambient Occlusion) - 2008
Screen-Space Ambient Occlusion - 2013 - Part1 and Part2 (Vertex, Pixel)
Horizon-Based Ambient Occlusion using Compute Shaders - 2011
Image-Space Horizon-Based Ambient Occlusion Siggraph presentation - 2008
Image-Space Horizon-Based Ambient Occlusion Paper - 2008gl_ssao - OpenGL optimized screen-space ambient occlusion, cache-aware hbao
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