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{{short description|Implementation of an ambient occlusion illumination in computer graphics}}
'''Screen space ambient occlusion''' ('''SSAO''') is a rendering technique for efficiently approximating the [[computer graphics]] [[ambient occlusion]] effect in real time. It was developed by Vladimir Kajalin while working at [[Crytek]] and was used for the first time in 2007 by the video game ''[[Crysis]]'', developed by Crytek and published by [[Electronic Arts]].

'''Screen space ambient occlusion''' ('''SSAO''') is a [[computer graphics]] technique for efficiently approximating the [[ambient occlusion]] effect in real time. It was developed by Vladimir Kajalin while working at [[Crytek]] and was used for the first time in 2007 by the video game ''[[Crysis (video game)|Crysis]]'', also developed by Crytek.<ref name="urlWhat is Ambient Occlusion? Does it Matter in Games?">{{cite web |url=https://thewiredshopper.com/ambient-occlusion/?nonitro=1 |title=What is Ambient Occlusion? Does it Matter in Games? |format= |accessdate=}}</ref>


==Implementation==
==Implementation==
Line 13: Line 15:
* Works with dynamic scenes.
* Works with dynamic scenes.
* Works in the same consistent way for every pixel on the screen.
* Works in the same consistent way for every pixel on the screen.
* No [[CPU]] usage – it can be executed completely on the GPU.
* No [[CPU]] usage – it can be executed completely on the [[GPU]].
* May be easily integrated into any modern graphics pipeline.
* May be easily integrated into any modern [[graphics pipeline]].


Of course it has its disadvantages as well:
SSAO also has the following disadvantages:
* Rather local and in many cases view-dependent, as it is dependent on adjacent texel depths which may be generated by any geometry whatsoever.
* Rather local and in many cases view-dependent, as it is dependent on adjacent texel depths which may be generated by any geometry whatsoever.
* Hard to correctly smooth/blur out the noise without interfering with depth discontinuities, such as object edges (the occlusion should not "bleed" onto objects).
* Hard to correctly smooth/blur out the noise without interfering with depth discontinuities, such as object edges (the occlusion should not "bleed" onto objects).
<!--


TODO SECTION, add technical implementation details
==In video games==
<!--List is arranged alphabetically-->
<div style="max-width:115em; -width:100%">
{| class="wikitable sortable" width="100%"
|-
! Title
! Year
! Platform(s)
! Notes
|-
| ''[[7554]]''
| 2011
| [[Microsoft Windows]]
|
|-
| ''[[Age of Mythology#Extended Edition|Age of Mythology: Extended Edition]]''
| 2014
| [[Microsoft Windows]]
|
|-
|''[[Alan Wake]]''<ref>{{cite web|url=http://forum.alanwake.com/showthread.php?t=1216 |title=Alan Wake FAQ – Alan Wake Community Forums |publisher=Forum.alanwake.com |date= |accessdate=2011-08-26}}</ref>
| 2010
| [[Microsoft Windows]], [[Xbox 360]]
|
|-
| ''[[Amnesia: A Machine for Pigs]]''
| 2013
| [[Microsoft Windows]], [[OS X]], [[Linux]]
|
|-
| ''[[Amnesia: The Dark Descent]]''<ref>http://geekmontage.com/texts/game-fixes-amnesia-the-dark-descent-crashing-lag-black-screen-freezing-sound-fixes/</ref>
| 2010
| [[Microsoft Windows]], [[OS X]], [[Linux]]
|
|-
| ''[[Among the Sleep]]''
| 2014
| [[Microsoft Windows]], [[OS X]], [[Linux]], [[PlayStation 4]]
|
|-
| ''[[ArmA 2]]<br>[[ARMA 2: Operation Arrowhead]]''<ref>{{cite web|url=http://community.bistudio.com/wiki?title=Ask_Bohemia_%28about_Operation_Arrowhead..._or_anything_else_you_want_to_ask%29%21&rcid=57637#Improvements_In_The_Original_ARMA_2_Game |title=Ask Bohemia (about Operation Arrowhead... or anything else you want to ask)! – Bohemia Interactive Community |publisher=Community.bistudio.com |date=2010-05-06 |accessdate=2011-08-26}}</ref>
| 2009<br>2010
| [[Microsoft Windows]]
|
|-
| ''[[Arcania: Gothic 4]]'' <ref>http://www.bit-tech.net/gaming/pc/2010/10/25/arcania-gothic-4-review/1</ref>
| 2010
| [[Microsoft Windows]], [[PlayStation 3]], [[Xbox 360]]
| Windows version only.
|-
| ''[[Assassin's Creed: Brotherhood]]''<ref>{{cite web|url=http://www.eurogamer.net/articles/digitalfoundry-assassins-creed-brotherhood-face-off?page=2 |title=Face-Off: Assassin's Creed: Brotherhood – Page 2 &#124; DigitalFoundry |publisher=Eurogamer.net |date=2010-11-18 |accessdate=2011-08-26}}</ref><ref>{{cite web|url=http://www.dasreviews.com/das-game-reviews/assassins-creed-brotherhood-pc-performance-analysis/ |title=Assassins Creed: Brotherhood PC Performance Analysis |publisher=Dasreviews.com |date=2011-02-14 |accessdate=2012-05-10}}</ref>
| 2010
| [[Microsoft Windows]], [[PlayStation 3]], [[Xbox 360]]
|
|-
| ''[[Assassin's Creed IV: Black Flag]]''<ref>{{cite web |url=http://www.geforce.com/games-applications/pc-games/assassins-creed-4-black-flag |title=Assassin's Creed IV Black Flag - GeForce |publisher=[[Nvidia]] |date= |accessdate= }}</ref>
| 2013
| [[Microsoft Windows]], [[PlayStation 3]], [[PlayStation 4]], [[Xbox 360]], [[Xbox One]], [[Wii U]]
| Windows version uses horizon-based ambient occlusion (HBAO+), an improved form of SSAO.
|-
| ''[[Batman: Arkham Asylum]]''
| 2009
| [[Microsoft Windows]], [[PlayStation 3]], [[Xbox 360]], [[OS X]]
| Windows and Xbox 360 versions only.
|-
| ''[[Batman: Arkham City]]''
| 2011
| [[Microsoft Windows]], [[PlayStation 3]], [[Xbox 360]], [[Wii U]], [[OS X]]
| Windows version only. Uses horizon-based ambient occlusion (HBAO), an improved form of SSAO.
|-
| ''[[Batman: Arkham Origins]]''<ref>{{cite web|url=http://www.dsogaming.com/news/batman-arkham-origins-pc-features-further-explained-demonstrated/ |title=A man dressed like a bat: Arkham Origins – PC Features Further Explained & Demonstrated |publisher=DSOGaming |date=September 8, 2013 |accessdate=2013-09-08}}</ref>
| 2013
| [[Microsoft Windows]], [[PlayStation 3]], [[Xbox 360]], [[Wii U]]
| Windows version only. Uses horizon-based ambient occlusion (HBAO+), an improved form of SSAO.
|-
| ''[[Battlefield 3]]''<ref>http://publications.dice.se/attachments/BF3_NFS_WhiteBarreBrisebois_Siggraph2011.pdf</ref>
| 2011
| [[Microsoft Windows]], [[PlayStation 3]], [[Xbox 360]]
|
|-
| ''[[Battlefield: Bad Company 2]]''<ref>http://www.guru3d.com/news/battlefield-bad-company-2-directx-11-details-/</ref>
| 2010
| [[Microsoft Windows]], [[PlayStation 3]], [[Xbox 360]]
| Windows version only. Uses horizon-based ambient occlusion (HBAO), an improved form of SSAO.
|-
| ''[[BattleForge]]''<ref>{{cite web|url=http://www.anandtech.com/show/2848/2 |title=AMD’s Radeon HD 5850: The Other Shoe Drops |publisher=AnandTech |date= |accessdate=2011-08-26}}</ref>
| 2009
| [[Microsoft Windows]]
|
|-
| ''[[Binary Domain]]''
| 2012
| [[Microsoft Windows]], [[PlayStation 3]], [[Xbox 360]]
|
|-
| ''[[Bionic Commando (2009 video game)|Bionic Commando]]''<ref>{{cite web|url=http://www.lensoftruth.com/head2head-bionic-commando/ |title=Head2Head: Bionic Commando |publisher=Lens of Truth |date=2009-05-29 |accessdate=2011-08-26}}</ref>
| 2009
| [[Microsoft Windows]], [[PlayStation 3]], [[Xbox 360]]
| Windows and Xbox 360 versions only.
|-
| ''[[Borderlands (video game)|Borderlands]]''<ref>{{cite web|url=http://www.lensoftruth.com/head2head-borderlands-analysis/ |title=Head2Head: Borderlands Analysis |publisher=Lens of Truth |date=2009-10-29 |accessdate=2011-08-26}}</ref>
| 2009
| [[Microsoft Windows]], [[PlayStation 3]], [[Xbox 360]]
| Windows and Xbox 360 versions only.
|-
| ''[[Borderlands 2]]''<ref>{{cite web|url=http://www.hardocp.com/article/2012/10/01/borderlands_2_gameplay_performance_iq_review#.UbVfkdj1y8o |title=Borderlands 2 Gameplay Performance and IQ Review |publisher=HardOCP |date=2012-10-01 |accessdate=}}</ref>
| 2012
| [[Microsoft Windows]], [[PlayStation 3]], [[Xbox 360]]
| Windows and Xbox 360 versions only.
|-
| ''[[Burnout Paradise|Burnout Paradise: The Ultimate Box]]''<ref>{{cite web|url=http://www.tomshardware.com/reviews/burnout-paradise-performance,2289-7.html |title=Benchmarks: SSAO Enabled : Burnout Paradise: The Ultimate Box, Performance Analysis |publisher=Tomshardware.com |date= |accessdate=2011-08-26}}</ref>
| 2009
| [[Microsoft Windows]], [[PlayStation 3]], [[Xbox 360]]
| Windows version only.
|-
| ''[[Call of Duty: Modern Warfare 3]]''<ref>http://community.callofduty.com/thread/4682</ref>
| 2011
| [[Microsoft Windows]], [[PlayStation 3]], [[Xbox 360]]
| Windows version only.
|-
| ''[[Chivalry: Medieval Warfare]]''
| 2012
| [[Microsoft Windows]]
|
|-
| ''[[City of Heroes]]''<ref>{{cite web|url=http://www.cityofheroes.com/news/patch_notes/issue_17_release_notes.html |title=Issue 17: Dark Mirror Patch Notes &#124; City of Heroes® : The Worlds Most Popular Superpowered MMO |publisher=Cityofheroes.com |date= |accessdate=2011-08-26}}</ref>
| 2010
| [[Microsoft Windows]]
|
|-
| ''[[Costume Quest]]''
| 2010
| [[Microsoft Windows]], [[PlayStation 3]], [[Xbox 360]]
|
|-
| ''[[Crysis]]''<ref name="crysis 1">{{cite web|url=http://crytek.com/cryengine/cryengine2/overview |title=CryENGINE® 2 |publisher=Crytek |date= |accessdate=2011-08-26}}</ref>
| 2007
| [[Microsoft Windows]], [[PlayStation 3]], [[Xbox 360]]
|
|-
| ''[[Crysis 2]]''<ref>http://crytek.com/sites/default/files/Crysis%202%20Key%20Rendering%20Features.pdf</ref>
| 2011
| [[Microsoft Windows]], [[PlayStation 3]], [[Xbox 360]]
|
|-
| ''[[Crysis 3]]''
| 2013
| [[Microsoft Windows]], [[PlayStation 3]], [[Xbox 360]]
|
|-
| ''[[Crysis Warhead]]''<ref name="crysis 1"/>
| 2008
| [[Microsoft Windows]]
|
|-
| ''[[Darksiders II]]''
| 2012
| [[Microsoft Windows]], [[PlayStation 3]], [[Xbox 360]]
| Windows version only.
|-
| ''[[Daylight (video game)|Daylight]]''<ref>{{cite web |url=http://www.geforce.com/games-applications/pc-games/daylight |title=Daylight - GeForce |publisher=[[Nvidia]] |date= |accessdate= }}</ref>
| 2014
| [[Microsoft Windows]], [[PlayStation 4]]
| Windows version uses horizon-based ambient occlusion (HBAO+), an improved form of SSAO.
|-
| ''[[Dead Island]]''<ref>http://www.eurogamer.net/articles/digitalfoundry-dead-island-face-off</ref>
| 2011
| [[Microsoft Windows]], [[PlayStation 3]], [[Xbox 360]]
|
|-
| ''[[Dead Space 3]]''<ref>{{cite web |url=http://www.gamefront.com/dead-space-3-pc-graphics-settings-rundown/ |title=Dead Space 3 PC Graphics Settings Rundown |publisher=[[GameFront]] |date= February 5, 2013 |accessdate= }}</ref>
| 2013
| [[Microsoft Windows]], [[PlayStation 3]], [[Xbox 360]]
| Windows version only.
|-
| ''[[Dead to Rights: Retribution]]''
| 2010
| [[PlayStation 3]], [[Xbox 360]]
|
|-
| ''[[Deus Ex: Human Revolution]]''<ref>http://www.eurogamer.net/articles/deus-ex-human-revolution-face-off</ref>
| 2011
| [[Microsoft Windows]], [[PlayStation 3]], [[Xbox 360]]
|
|-
| ''[[Dragon Age II]]''<ref>http://www.techspot.com/review/374-dragon-age-2-performance-test/</ref>
| 2011
| [[Microsoft Windows]], [[PlayStation 3]], [[Xbox 360]]
| Windows version only.
|-
| ''[[Empire: Total War]]''<ref>{{cite web|url=http://www.pcgameshardware.com/aid,678577/Empire-Total-War-No-anti-aliasing-in-combination-with-SSAO-on-Radeon-graphics-cards/Practice/ |title=Empire: Total War – No anti-aliasing in combination with SSAO on Radeon graphics cards – Empire Total War, anti-aliasing, SSAO, Radeon, Geforce |language=de |publisher=PC Games Hardware |date=2009-03-11 |accessdate=2011-08-26}}</ref>
| 2009
| [[Microsoft Windows]]
|
|-
| ''[[Eve Online]]''<ref>{{cite web|author=CCP |url=http://www.eveonline.com/updates/patchnotes.asp?patchlogID=230 |title=EVE Insider &#124; Patchnotes |publisher=EVE Online |date= |accessdate=2011-08-26}}</ref>
| 2003
| [[Microsoft Windows]], [[OS X]], [[Linux]]
| Nvidia GPUs only. SSAO support added in 2011 update.
|-
| ''[[F.E.A.R. 2: Project Origin]]''<ref>http://www.pcgameshardware.com/aid,675766/Fear-2-Project-Origin-GPU-and-CPU-benchmarks-plus-graphics-settings-compared/Reviews/</ref>
| 2009
| [[Microsoft Windows]], [[PlayStation 3]], [[Xbox 360]]
| Windows version only.
|-
| ''[[F.E.A.R. 3]]''
| 2011
| [[Microsoft Windows]], [[PlayStation 3]], [[Xbox 360]]
| Windows and Xbox 360 versions only.
|-
| ''[[Far Cry 3]]''
| 2012
| [[Microsoft Windows]], [[PlayStation 3]], [[Xbox 360]]
| Windows version has additional support for horizon-based ambient occlusion (HBAO) and high-definition ambient occlusion (HDAO).
|-
| ''[[Fight Night Champion]]''<ref>http://imagequalitymatters.blogspot.com/2011/03/tech-analysis-fight-night-champion-360_12.html</ref>
| 2011
| [[PlayStation 3]], [[Xbox 360]]
|
|-
| ''[[Final Fantasy XIV: A Realm Reborn]]''
| 2013
| [[Microsoft Windows]], [[PlayStation 4]]
| PlayStation 3 version uses minimum settings, and thus does not have the setting enabled.
|-
| ''[[Gears of War 2]]''<ref>{{cite web|url=http://www.unrealengine.com/showcase/gears_of_war_series |title=Gears of War Series &#124; Showcase &#124; Unreal Technology |publisher=Unrealengine.com |date=2008-11-07 |accessdate=2011-08-26}}</ref>
| 2008
| [[Xbox 360]]
|
|-
| ''[[Halo: Reach]]''<ref>{{cite web|url=http://www.bungie.net/News/content.aspx?type=topnews&link=BWU_041610 |title=Bungie Weekly Update: 04.16.10 : 4/16/2010 3:38 PM PDT |publisher=Bungie.net |date= |accessdate=2011-08-26}}</ref><ref>{{cite web|url=http://www.eurogamer.net/articles/digitalfoundry-haloreach-beta-analysis-blog-entry |title=Halo: Reach beta footage analysis – Page 1 &#124; DigitalFoundry |publisher=Eurogamer.net |date=2010-04-25 |accessdate=2011-08-26}}</ref>
| 2010
| [[Xbox 360]]
|
|-
| ''[[Hitman: Absolution]]''
| 2012
| [[Microsoft Windows]], [[PlayStation 3]], [[Xbox 360]]
|
|-
| ''[[IL-2 Sturmovik: Cliffs of Dover]]''<ref>http://store.steampowered.com/news/5321/?l=russian</ref>
| 2011
| [[Microsoft Windows]]
|
|-
| ''[[Infamous 2]]''<ref>http://imagequalitymatters.blogspot.com/2010/07/tech-analsis-infamous-2-early-screens.html</ref>
| 2011
| [[PlayStation 3]]
|
|-
| ''[[Infestation: Survivor Stories]]''
| 2012
| [[Microsoft Windows]]
|
|-
| ''[[James Bond 007: Blood Stone]]''<ref>http://www.lensoftruth.com/head2head-blood-stone-007-hd-screenshot-comparison/</ref>
| 2010
| [[Microsoft Windows]], [[PlayStation 3]], [[Xbox 360]]
|
|-
| ''[[Just Cause 2]]''<ref>http://ve3d.ign.com/articles/features/53469/Just-Cause-2-PC-Interview</ref>
| 2010
| [[Microsoft Windows]], [[PlayStation 3]], [[Xbox 360]]
| Windows version only.
|-
| ''[[L.A. Noire]]''<ref>{{cite web|url=http://www.eurogamer.net/articles/digitalfoundry-la-noire-face-off |title=Face-Off: L.A. Noire – Page 1 &#124; DigitalFoundry |publisher=Eurogamer.net |date=2011-05-23 |accessdate=2011-08-26}}</ref>
| 2011
| [[Microsoft Windows]], [[PlayStation 3]], [[Xbox 360]]
|
|-
| ''[[Mafia II]]''<ref>http://imagequalitymatters.blogspot.com/2010/08/tech-analysis-mafia-ii-demo-ps3-vs-360.html</ref><ref>http://www.eurogamer.net/articles/digitalfoundry-mafia-ii-demo-showdown</ref>
| 2010
| [[Microsoft Windows]], [[PlayStation 3]], [[Xbox 360]]
| Windows and Xbox 360 versions only.
|-
| ''[[Max Payne 3]]''
| 2012
| [[Microsoft Windows]], [[PlayStation 3]], [[Xbox 360]]
|
|-
| ''[[Metro 2033 (video game)|Metro 2033]]''<ref>http://www.eurogamer.net/articles/metro-2033-4a-engine-impresses-blog-entry</ref>
| 2010
| [[Microsoft Windows]], [[Xbox 360]]
|
|-
| ''[[Metro: Last Light]]''
| 2013
| [[Microsoft Windows]], [[OS X]], [[Linux]], [[PlayStation 3]], [[Xbox 360]]
| Windows version only.
|-
| ''[[Napoleon: Total War]]''<ref>http://www.pcgameshardware.com/aid,705532/Napoleon-Total-War-CPU-benchmarks-and-tuning-tips/Practice/</ref>
| 2010
| [[Microsoft Windows]]
|
|-
| ''[[NecroVision]]''
| 2009
| [[Microsoft Windows]]
|
|-
| ''[[Overgrowth]]''
| TBA
| [[Microsoft Windows]], [[OS X]], [[Linux]]
|
|-
| ''[[Quake Live]]''
| 2009
| [[Microsoft Windows]], [[OS X]], [[Linux]]
|
|-
| ''[[Red Faction: Guerrilla]]''<ref>http://www.eurogamer.net/articles/digitalfoundry-red-faction-guerilla-pc-tech-comparison?page=2</ref>
| 2009
| [[Microsoft Windows]], [[PlayStation 3]], [[Xbox 360]]
| Windows version only.
|-
| ''[[Risen (video game)|Risen]]''<ref>{{cite web|url=http://www.pcgameshardware.com/aid,696728/Risen-Tuning-Tips-Activate-Anti-Aliasing-improve-graphics-and-start-the-game-faster/Practice/ |title=Risen Tuning Tips: Activate Anti Aliasing, improve graphics and start the game faster – Risen, Tipps, Anti Aliasing, Graphics Enhancements |language=de |publisher=PC Games Hardware |date=2009-10-06 |accessdate=2011-08-26}}</ref>
| 2009
| [[Microsoft Windows]], [[Xbox 360]]
|
|-
| ''[[S.T.A.L.K.E.R.: Call of Pripyat]]''<ref>http://www.pcgameshardware.com/aid,699424/Stalker-Call-of-Pripyat-DirectX-11-vs-DirectX-10/Practice/</ref>
| 2009
| [[Microsoft Windows]]
|
|-
| ''[[S.T.A.L.K.E.R.: Clear Sky]]''<ref>{{cite web|url=http://www.tweakguides.com/ClearSky_6.html |title=STALKER: Clear Sky Tweak Guide |publisher=TweakGuides.com |date= |accessdate=2011-08-26}}</ref>
| 2008
| [[Microsoft Windows]]
|
|-
| ''[[Shattered Horizon]]''<ref>http://mgnews.ru/read-news/otvety-glavnogo-dizajnera-shattered-horizon-na-vashi-voprosy</ref>
| 2009
| [[Microsoft Windows]]
|
|-
| ''[[Saints Row: The Third]]''<ref>http://www.eurogamer.net/articles/digitalfoundry-face-off-saints-row-the-third</ref>
| 2011
| [[Microsoft Windows]], [[PlayStation 3]], [[Xbox 360]]
|
|-
| ''[[Shadow Warrior (2013 video game)|Shadow Warrior]]''<ref>http://steamcommunity.com/games/233130/announcements/detail/1514635113343703993</ref>
| 2013
| [[Microsoft Windows]], [[PlayStation 4]], [[Xbox One]]
|
|-
| ''[[Slender: The Arrival]]''<ref>{{cite web|url=http://www.slenderarrival.com/ |title=Slender: The Arrival |publisher=Parsec Productions |date= |accessdate=2013-05-03}}</ref>
| 2013
| [[Microsoft Windows]]
|
|-
| ''[[Sleeping Dogs (video game)|Sleeping Dogs]]''<ref>{{cite web|url=http://www.hardocp.com/article/2012/10/02/sleeping_dogs_gameplay_performance_iq_review/#.UbVIMNj1y8o |title=Sleeping Dogs Gameplay Performance and IQ Review |publisher=HardOCP |date=2012-10-02 |accessdate=}}</ref>
| 2012
| [[Microsoft Windows]], [[PlayStation 3]], [[Xbox 360]]
| Windows version only.
|-
| ''[[Stacking (video game)|Stacking]]''
| 2012
| [[Microsoft Windows]], [[PlayStation 3]], [[Xbox 360]], [[OS X]], [[Linux]]
| Windows version only.
|-
| ''[[StarCraft II: Wings of Liberty]]''<ref>{{cite web|last=Entertainment |first=Blizzard |url=http://us.battle.net/sc2/en/blog/2053470 |title=Patch 1.2.0 Now Live – StarCraft II |publisher=Us.battle.net |date=2011-08-19 |accessdate=2011-08-26}}</ref>
| 2010
| [[Microsoft Windows]], [[OS X]]
| After Patch 1.2.0 released 1/12/2011.
|-
| ''[[Star Trek Online]]''
| 2010
| [[Microsoft Windows]]
|
|-
| ''[[The Dark Eye: Demonicon]]''
| 2013
| [[Microsoft Windows]], [[PlayStation 3]], [[Xbox 360]]
| Windows version only.
|-
| ''[[The Elder Scrolls V: Skyrim]]''
| 2011
| [[Microsoft Windows]], [[PlayStation 3]], [[Xbox 360]]
| Windows version only. Through modification, or enabling AO through Nvidia driver control panel.
|-
| ''[[The Cave (video game)|The Cave]]''<ref>http://www.doublefine.com/forums/viewthread/8547/#261785</ref>
| 2013
| [[Microsoft Windows]], [[OS X]], [[Linux]], [[PlayStation 3]], [[Xbox 360]], [[Wii U]], [[Ouya]]
| Windows, OS X and Linux versions only.
|-
| ''[[The Secret World]]''
| 2012
| [[Microsoft Windows]]
|
|-
| ''[[The Settlers 7: Paths to a Kingdom]]''<ref>{{cite web|url=http://www.youtube.com/watch?v=uDFqgLSAPzU |title=The Settlers 7: Paths to a Kingdom – Engine |publisher=YouTube |date=2010-03-21 |accessdate=2011-08-26}}</ref>
| 2010
| [[Microsoft Windows]]
|
|-
| ''[[The Sims 4]]''
| 2014
| [[Microsoft Windows]], [[Mac OS X]]
|
|-
| ''[[The Witcher 2: Assassins of Kings]]''<ref>http://www.pcgamer.com/2011/05/25/the-witcher-2-tweaks-guide/</ref>
| 2011
| [[Microsoft Windows]], [[Xbox 360]]
| Windows version only.
|-
|-
| ''[[The Witcher 3: Wild Hunt]]''
| 2015
| [[Microsoft Windows]], [[Xbox One]], [[PlayStation 4]]
| Uses horizon-based ambient occlusion (HBAO+), an improved form of SSAO.
|-
| ''[[Tom Clancy's Splinter Cell: Blacklist]]''<ref>{{cite web|url=http://www.dsogaming.com/news/splinter-cell-blacklist-pc-features-detailed-new-footage/ |title=Splinter Cell: Blacklist – PC Features Detailed + New Footage |publisher=DSOGaming |date=June 18, 2013 |accessdate=}}</ref><ref>{{cite web|url=http://www.geforce.com/whats-new/articles/splinter-cell-blacklist-geforce-gtx-bundle |title=Tom Clancy’s Splinter Cell Blacklist: Digital Deluxe Edition Now Bundled With GeForce GTX Graphics Cards |publisher=[[Nvidia]] |date=July 9, 2013 |accessdate=}}</ref>
| 2013
| [[Microsoft Windows]], [[PlayStation 3]], [[Xbox 360]], [[Wii U]]
| Windows version only. Uses horizon-based ambient occlusion (HBAO+), an improved form of SSAO.
|-
| ''[[Tomb Raider (2013 video game)|Tomb Raider]]''
| 2013
| [[Microsoft Windows]], [[PlayStation 3]], [[Xbox 360]]
| Windows version only.
|-
| ''[[Toy Story 3: The Video Game]]''
| 2010
| [[Microsoft Windows]], [[OS X]], [[PlayStation 3]], [[PlayStation 2]], [[Wii]], [[Xbox 360]], [[PlayStation Portable]], [[Nintendo DS]]
| PlayStation 3 and Xbox 360 versions only.
|-
| ''[[Transformers: War for Cybertron]]''<ref>http://www.eurogamer.net/articles/digitalfoundry-xbox360-vs-ps3-round-27-face-off?page=2</ref>
| 2010
| [[PlayStation 3]], [[Xbox 360]]
|
|-
| ''[[Uncharted 2: Among Thieves]]''<ref>{{cite web|url=http://www.eurogamer.net/articles/among-friends-how-naughty-dog-built-uncharted-2?page=3 |title=Among Friends: How Naughty Dog Built Uncharted 2 – Page 3 &#124; DigitalFoundry |publisher=Eurogamer.net |date=2010-03-20 |accessdate=2011-08-26}}</ref>
| 2009
| [[PlayStation 3]]
|
|-
| ''[[Vox (game)|Vox]]''
| 2012
| [[Microsoft Windows]]
|
|-
| ''[[War Thunder]]''
| 2012
| [[Microsoft Windows]]
| Since patch 1.31.
|-
| ''Warehouse and Logistics Simulator''
| 2014
| [[Microsoft Windows]]
|
|-
| ''[[Warhammer: End Times - Vermintide]]''
| 2015
| [[Microsoft Windows]]
|
|-
| ''[[World of Tanks]]''
| 2010
| [[Microsoft Windows]]
| Since patch 0.8.0.
|-
| ''[[World of Warcraft]]''
| 2004
| [[Microsoft Windows]], [[OS X]]
| Since ''Mists of Pandaria'' expansion prepatch 5.0.4. (2012)
|}
</div>

<!-- TODO SECTION, add technical implementation details
==Technical implementation details==
==Technical implementation details==

-->
-->


==See also==
==See also==

{{portal|computer graphics}}
*[[Screen space directional occlusion]] (SSDO)<ref>{{cite web|author1=Tobias Ritschel|author2=Thorsten Grosch|author3=Hans-Peter Seidel|title=Approximating Dynamic Global Illumination in Image Space|url=http://people.mpi-inf.mpg.de/~ritschel/SSDO/|publisher=Proceedings ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games|accessdate=25 November 2015|date=2009}}</ref>
*[[Ambient occlusion]]
<!-- *[[Horizon-based ambient occlusion]] (HBAO) : Hiding as this is a redirect to a non-existent entry -->
*[[CryEngine]]
*[[Leadwerks Engine]]
*[[Unreal Engine]]
*[[Unigine]]
*[[Unity (game engine)|Unity]]


==References==
==References==
{{Reflist|4}}
{{reflist}}


==External links==
==External links==
* [https://web.archive.org/web/20090219082501/http://delivery.acm.org/10.1145/1290000/1281671/p97-mittring.pdf?key1=1281671&key2=9942678811&coll=ACM&dl=ACM&CFID=15151515&CFTOKEN=6184618 Finding Next Gen – CryEngine 2]
{{refbegin|4}}
* [https://www.youtube.com/watch?v=ifdAILHTcZk Video showing SSAO in action]
* [http://delivery.acm.org/10.1145/1290000/1281671/p97-mittring.pdf?key1=1281671&key2=9942678811&coll=ACM&dl=ACM&CFID=15151515&CFTOKEN=6184618 Finding Next Gen – CryEngine 2]
* [http://www.youtube.com/watch?v=ifdAILHTcZk Video showing SSAO in action]
* [http://graphics.uni-konstanz.de/publikationen/2006/unsharp_masking/Luft%20et%20al.%20--%20Image%20Enhancement%20by%20Unsharp%20Masking%20the%20Depth%20Buffer.pdf Image Enhancement by Unsharp Masking the Depth Buffer]
* [http://graphics.uni-konstanz.de/publikationen/2006/unsharp_masking/Luft%20et%20al.%20--%20Image%20Enhancement%20by%20Unsharp%20Masking%20the%20Depth%20Buffer.pdf Image Enhancement by Unsharp Masking the Depth Buffer]
* [http://perumaal.googlepages.com/ Hardware Accelerated Ambient Occlusion Techniques on GPUs]
* [http://perumaal.googlepages.com/ Hardware Accelerated Ambient Occlusion Techniques on GPUs]
Line 514: Line 45:
* [http://www.pastebin.ca/953523 Source code of SSAO shader used in Crysis]
* [http://www.pastebin.ca/953523 Source code of SSAO shader used in Crysis]
* [http://www.mpi-inf.mpg.de/~ritschel/Papers/SSDO.pdf Approximating Dynamic Global Illumination in Image Space]
* [http://www.mpi-inf.mpg.de/~ritschel/Papers/SSDO.pdf Approximating Dynamic Global Illumination in Image Space]
* [http://www.gamedev.net/community/forums/topic.asp?topic_id=527170 Accumulative Screen Space Ambient Occlusion]
* [https://web.archive.org/web/20090324081000/http://www.gamedev.net/community/forums/topic.asp?topic_id=527170 Accumulative Screen Space Ambient Occlusion]
* [http://www.nzone.com/object/nzone_ambientocclusion_home.html NVIDIA has integrated SSAO into drivers]
* [http://www.nzone.com/object/nzone_ambientocclusion_home.html NVIDIA has integrated SSAO into drivers]
* [http://www.shaderx7.com/TOC.html Several methods of SSAO are described in ShaderX7 book]
* [http://www.shaderx7.com/TOC.html Several methods of SSAO are described in ShaderX7 book]
* [http://lwengine.net.ru/article/DirectX_10/ssao_directx10 SSAO Shader ( Russian )]
* [http://lwengine.net.ru/article/DirectX_10/ssao_directx10 SSAO Shader ( Russian )]
* [http://www.john-chapman.net/content.php?id=8 SSAO Tutorial, extension of the technique used in Crysis]
* [http://www.john-chapman.net/content.php?id=8 SSAO Tutorial, extension of the technique used in Crysis]
{{refend}}


[[Category:Shading]]
[[Category:Computer graphics]]
[[Category:3D computer graphics]]
[[Category:Global illumination algorithms]]
[[Category:Global illumination algorithms]]

Latest revision as of 07:42, 7 February 2024

Screen space ambient occlusion (SSAO) is a computer graphics technique for efficiently approximating the ambient occlusion effect in real time. It was developed by Vladimir Kajalin while working at Crytek and was used for the first time in 2007 by the video game Crysis, also developed by Crytek.[1]

Implementation

[edit]
SSAO component of a typical game scene

The algorithm is implemented as a pixel shader, analyzing the scene depth buffer which is stored in a texture. For every pixel on the screen, the pixel shader samples the depth values around the current pixel and tries to compute the amount of occlusion from each of the sampled points. In its simplest implementation, the occlusion factor depends only on the depth difference between sampled point and current point.

Without additional smart solutions, such a brute force method would require about 200 texture reads per pixel for good visual quality. This is not acceptable for real-time rendering on current graphics hardware. In order to get high quality results with far fewer reads, sampling is performed using a randomly rotated kernel. The kernel orientation is repeated every N screen pixels in order to have only high-frequency noise in the final picture. In the end this high frequency noise is greatly removed by a NxN post-process blurring step taking into account depth discontinuities (using methods such as comparing adjacent normals and depths). Such a solution allows a reduction in the number of depth samples per pixel to about 16 or fewer while maintaining a high quality result, and allows the use of SSAO in soft real-time applications like computer games.

Compared to other ambient occlusion solutions, SSAO has the following advantages:

  • Independent from scene complexity.
  • No data pre-processing needed, no loading time and no memory allocations in system memory.
  • Works with dynamic scenes.
  • Works in the same consistent way for every pixel on the screen.
  • No CPU usage – it can be executed completely on the GPU.
  • May be easily integrated into any modern graphics pipeline.

SSAO also has the following disadvantages:

  • Rather local and in many cases view-dependent, as it is dependent on adjacent texel depths which may be generated by any geometry whatsoever.
  • Hard to correctly smooth/blur out the noise without interfering with depth discontinuities, such as object edges (the occlusion should not "bleed" onto objects).

See also

[edit]

References

[edit]
  1. ^ "What is Ambient Occlusion? Does it Matter in Games?".
  2. ^ Tobias Ritschel; Thorsten Grosch; Hans-Peter Seidel (2009). "Approximating Dynamic Global Illumination in Image Space". Proceedings ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games. Retrieved 25 November 2015.
[edit]