Screen Space Ambient Occlusion


Ray Marching and Horizon Based techniques were included from Nvidia DX10 examples (or ShaderX7). Both techniques are expensive and do not run on Xbox with an acceptable frame rate. Temporal coherence techniques permits the possibility to run this type of algorithms efficiently but time constrains does not allow me to do an implementation and for that reason it is suggested to ignore this technology for the Xbox platform.

Screen Space Directional Occlusion is another attractive technique that I initially tested but given that a temporal coherence was out of reach the implementation was temporarily abandoned.

It is prudent to run these algorithms in half resolution and with a small amount of steps and directions. Horizon based technique is a superior algorithm, particularly because of the extra considerations taken when it was implemented.

The ambient occlusion contribution is applied to the ambient light to avoid shadows in overexposed surfaces.

Last edited Feb 5, 2013 at 6:12 PM by jischneider, version 5


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