This implementation example is thought to give an idea of how to realize a shader-based approach for screen space ambient occlusion. Additionally it might give a a basic introduction to shader programming with GLSL. The vector based SSAO approach is [ Read More ]
The approach presented here has been developed by the author for the diploma thesis in 2009 and has further been published as full paper at the WSCG conference in Feb. 2010. Concept Referring to the definition of AO, occlusion at [ Read More ]
Screen Space Ambient Occlusion (SSAO) represents that class of algorithms, which compute occlusion in image space (screen space). In contrast to object space, screen space is the coordinate system given after projection, at the end of the pipeline where viewport [ Read More ]
The following techniques compute AO in object space. This space comprises all coordinate systems among the rendering pipeline defined before stage of projection: local model coordinate system, world coordinate system, camera coordinate system. [Mill93] first published a concept being very [ Read More ]
This article is intended to cover the basic idea and definition of Ambient Occlusion. What is Ambient Occlusion – Definition Ambient Occlusion (AO) is a global illumination effect regarding the occlusion of surface points by surrounding scene-geometry. In general interreflections [ Read More ]