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Ground Truth Ambient Occlusion

ambient occlusion

bounce light

GTAO implementation based on Asylum Tutorials work here.

Demo here

Future Work

  • horizon sample reuse
  • Code cleanup
  • Fix loop unroll
  • separable blur
  • Manually assignable rotation and radius offsets
  • expose offset variables explicitly
  • toggle normal map / alpha map support
  • Use depth texture

Other considerations

Noise

Features

  • See toystory presentation on sample reuse.
  • Manually assignable rotation and radius offsets

Performance Knobs

  • option to generate normal / use normal in upscale
  • seperable blur
  • switch float depth buffer to simpler type
  • toggle normal map / alpha map support
  • consider a single sample per tap? Reuse horizon?
  • merge depth and normal maps?
  • improve gpu memory use

More

References