AO

Neural Network Ambient Occlusion for Unity via @_kzr

unity : https://github.com/keijiro/NNAOTest reference : http://theorangeduck.com/page/neural-network-ambient-occlusion ( I think that maybe this technique can be applied to world space AO too. ) ニューラルネットワークによるアンビエントオク…

VAO++: Practical Volumetric Ambient Occlusion for Games via @tuan_kuranes

AO

https://projectwilberforce.github.io/vaopaper/ paper : https://projectwilberforce.github.io/vaopaper/VAOPlusPlus.pdf demo : https://projectwilberforce.github.io/vaodemo/

"Practical Realtime Strategies for Accurate Indirect Occlusion" Jorge Jimenez1 Xian-Chun Wu1 Angelo Pesce1 Adrian Jarabo2

http://iryoku.com/downloads/Practical-Realtime-Strategies-for-Accurate-Indirect-Occlusion.pdf

Adaptive Screen Space Ambient Occlusion via @milostosic

AO

blog : https://software.intel.com/en-us/articles/adaptive-screen-space-ambient-occlusion github : https://github.com/GameTechDev/ASSAO AO のタップ数を変えたり, 使う機能を選択する 適応型の SSAO らしいです.

SSAO, DOF algorithm of Unity CinematicEffets(BETA)

SSAO From StandardAssets/Effect/CinematicEffects(BETA)/AmbientOcclusion/Resouces/AmbientOcclusion.shader // Distance-based AO estimator based on Morgan 2011 http://goo.gl/2iz3P The Alchemy screen-space ambient obscurance algorithm http://g…

"Occlusion that needs Forward Shading"

AO

http://www.filmicworlds.com/2014/06/

"Temporal SSAO" by i-saint

AO

github : https://github.com/i-saint/Unity5Effects

Temporal Reprojection and Scalable Ambient Obscurance by bitsquid

AO

article : http://bitsquid.blogspot.se/2015/09/temporal-reprojection-and-sao.html Scalable Ambient Obscurance : http://graphics.cs.williams.edu/papers/SAOHPG12/

Corners Don't Look Like That: Regarding Screenspace Ambient Occlusion

http://nothings.org/gamedev/ssao/

Links collection of analytical AO techniques

Disc based AO Disc : "Dynamic Ambient Occlusion and Indirect Lighting" GPU Gems2 http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter14.html Used in NVidia Timbury demo http://www.nvidia.com/object/nzone_timbury_home.html Disc : "Hig…

Japanese memo of "Ambient Obscurance Baking on the GPU"

概要 Destiny での AO ( Ambient Obscurance : 距離減衰を考慮した AO ) の話. 論文へのリンク http://www.seas.upenn.edu/~ladislav/sloan13ambient/sloan13ambient.pdf 下は AO の結果の図.

"Hardware Accelerating Art Production" By Steve Hill

AO

http://www.gamasutra.com/view/feature/130455/hardware_accelerating_art_.php?print=1

Early papers of SSAO

AO

0. "Image Enhancement by Unsharp Masking the Depth Buffer" SIGGRAPH 2006 http://graphics.uni-konstanz.de/publikationen/2006/unsharp_masking/webseite/ 1. "Hardware Accelerated Ambient Occlusion Techniques on GPUs" I3D 2007 http://www.okanar…

"Distance Field AO Interaction in UE4"

オブジェクトの Distance Field を使った AO のデモです. Distance Field はオブジェクト単位で事前に計算している感じなのでしょうかね ? Distance Field から AO を計算する方法 "Advanced Procedural rendering in DX11" by Matt Swoboda @ GDC2012 http:…