Astonishing Real-Time Skin Rendering (based on SSSSS)
Categories: Game Development Tags: game development, rendering, scattering, screen-space, skin, sss, sssss, subsurface

Skin rendering, SSSSS enabled
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[SIGGRAPH 2010] Screen Space Fluid Rendering for Games
Categories: Game Development, Microsoft DirectX Tags: fluid, game development, rendering, screen-space, sph

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SSDO: Screen Space Directional Occlusion
Categories: Game Development Tags: ambient occlusion, directional occlusion, global illumination, real-time, screen-space, ssao, ssdo
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Horizon-Based Image-Space Ambient Occlusion
Categories: Game Development, Programming Tags: 3d graphics, ambient occlusion, game development, hbao, post processing, Programming, screen-space, ssao
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












