Accumulative Screen Space Ambient Occlusion (ASSAO)

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Uploaded by on Jan 21, 2009

An improved SSAO that take advantage of temporal coherent
See http://www.gamedev.net/community/forums/topic.asp?topic_id=527170 for more information

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Science & Technology

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Standard YouTube License

  • likes, 5 dislikes

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Uploader Comments (mtlung)

  • Similar algorithm were introduced and elaborated in more detail in GPU Pro 2

  • Very good... is this more heavy on the framerate than 'regular' SSAO?

  • @snipperbes This is not much heavier than regular SSAO, the extra cost is minimal compare to the rather costly random fetching of the normal and depth texture on all SSAO techniques.

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All Comments (18)

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  • @0pticFire wtf?

  • CryEngine 3 uses this temporal accumulation technique also right?

    (On lower specs, "ultra" uses SSDO)

  • @darth0bush i bet you wont see them if it's textured

  • @darth0bush

    alias artifacts. LOL

  • @darth0bush not aa... <.<

  • @darth0bush That isn't aliasing.

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