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The Technology Behind the Elemental Demo - Unreal Engine

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Screen Space Ambient Occlusion<br />

� Classic SSAO [Kajalin09]<br />

� Ambient occlusion computed as post process<br />

� Only requires z buffer and 3d point samples<br />

Advances in Real-Time Rendering in<br />

3D Graphics and Games Course<br />

� Few samples are permutated with small screen aligned pattern<br />

� Our technique is based on 2d point samples<br />

� Angle based similar to HBAO [Sainz08]<br />

� Using GBuffer normal improves quality fur<strong>the</strong>r<br />

� Complements Voxel Lighting with high frequency details

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