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View Code? Open in Web Editor NEWAdaptive Screen Space Ambient Occlusion
License: MIT License
Adaptive Screen Space Ambient Occlusion
License: MIT License
Please note that this codebase is no longer being updated and has been superseded by https://github.com/GameTechDev/XeGTAO which is, in most use cases, better and faster screen space ambient occlusion implementation.
There's a prototype "Lowest" quality preset POC on develop branch, costing about 60% of the cost of "Low". It's based on Low but draws only half of the pixels in a checkerboard pattern. This makes the effect suitable for 1920x1080 on baseline Intel HD graphics (non-Iris) chips and equivalent.
Might be worth exploring a better filter.
I'll merge it to master once I've tested it more thoroughly.
Especially, I wonder how ASSAO compares to http://iryoku.com/downloads/Practical-Realtime-Strategies-for-Accurate-Indirect-Occlusion.pdf .
Multisample depth buffer input & texture output support needs adding. Should not be too hard but adds to complexity.
Some member variables are set to NULL twice.
https://github.com/GameTechDev/ASSAO/blob/master/Projects/ASSAO/ASSAO/ASSAODX11.cpp#L493
https://github.com/GameTechDev/ASSAO/blob/master/Projects/ASSAO/ASSAO/ASSAODX11.cpp#L498
Line-Sweep Ambient Obscurance ( http://wili.cc/research/lsao/ ) outperforms HBAO by x10~x20.
Is this applicable?
On Intel GPUs Apply (interleave + smart blur) compute is 55% idle but it's not memory bound so there's a potential issue with array texture sampling with dynamic indexing. Need to try to optimize or try a multipass (4-pass) approach with non-dynamic indexing.
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