Horizon-Based Ambient Occlusion

Computer Graphics · Real-Time Shading · 2008 · hbao.yaml

Marches the depth buffer to find the horizon angle in several directions and integrates the unoccluded wedge, which is a defensible approximation of the occlusion integral rather than a sample count.

Colour is the family; a dashed line is the second member of it.

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G gtao Ground-Truth Ambient Occlusion hbao Horizon-Based Ambient Occlusion gtao->hbao earlier estimators were never normalized to ground truth ssao Screen-Space Ambient Occlusion hbao->ssao point sampling ignores the actual horizon of the surface

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