Saturday, March 26, 2016

Hemisphere based ray matched SSAO

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Article is a bit outdated, with all that fancy compute shader-based aglorithms, but maybe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)