Tag Archives: post processing

Horizon-Based Image-Space Ambient Occlusion

NVIDIA has published a new paper from SIGGRAPH 2008 about HBAO (Horizon-Based Ambient Occlusion), an innovative improved form of screen-space ambient occlusion (SSAO). From the paper, HBAO seems to be easily integrable into an existing game engine:
– Input Data = eye-space depths and normals
– Rendered in a post-processing pass

The paper is available here: Horizon-Based Image-Space Ambient Occlusion: from SIGGRAPH 2008