Down the road, I'm planning to implement one or another GPU based ambient occlusion technique. My goal will be to approximate a physically based offline renderer, so I was pretty happy when Wikipedia led me to Approximating Dynamic Global Illumination in Image Space, which describes SSDO. Based on the references, it looks to be from the 2008 era. Are there more modern approaches with similar accuracy goals?
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This bachelor thesis briefly reviews six SSAO techniques. It could be a good start.
- CryEngine 2 AO
- StarCraft II AO
- HBAO
- Volumetric Obscurance
- Alchemy AO
- Unreal Engine 4 AO
http://frederikaalund.com/a-comparative-study-of-screen-space-ambient-occlusion-methods/
Julien Guertault
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