Posts Tagged ‘ssao’

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

Be the first to comment - What do you think?  Posted by JeGX - September 15, 2008 at 10:15 am

Categories: Game Development, Programming   Tags: , , , , , , ,

NVIDIA SDK 10.5: New OpenGL and Direct3D Samples


Screen-Space Ambient Occlusion demo


Read more…

Be the first to comment - What do you think?  Posted by JeGX - August 18, 2008 at 9:52 am

Categories: Game Development, Microsoft DirectX, OpenGL, SDK   Tags: , , , , , , , , ,