SSAO is back on track...
Published November 30, 2007
Screen Space Ambient OcclusionI still haven't finished my task scheduling homework/project, but it was driving me mad to have the SSAO not working so I took a break for a few hours and got it working. Here is a screenshot of the raw output from the depth tests - for each of eight samples, if the sample produces a depth value that is visible to the viewer (i.e. not behind the scene depth value) then the output color is incremented by 1/8.
![](http://members.gamedev.net/JasonZ/SSAO/SSAO_test_12.jpg)
It feels pretty good to have it working, and now I can begin grinding down to the heart of the algorithm to try to gain some insight into the performance vs. quality characteristics. The technique is actually pretty easy to get working, and is relatively low cost for the increase in image quality. Whoever it was at Crytek that had this idea, thank you and we salute you [grin][grin].