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Article is a bit outdated, with all that fancy compute shader-based aglorithms, but maybe
someone will find it usefull
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Hemisphere
based ray matched SSAO
1.Introduction
SSAO
is not a new method for solving the Global Illumination.
The very
first implementation
of it was
performed by
Crytek in 2007. Still, SSAO has a lot of problems.
In
this work I have made an attempt to solve them.
Figure
1. Typical game
environment (16x6 IRAO)