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Re:Corners Don't Look Like That: Regarding Screenspace Ambie... by corysama on Friday November 30, 2018 @02:24PM (#18571831)
It would be interesting to revisit this comparing reality vs “Groung Truth Ambient Occlusion”. http://iryoku.com/downloads/Practical-Realtime-Strategies-fo...

Also, it's not entirely surprising that AO wall corners don't match his living room. AO models an environment with light coming in from all directions uniformly --as if you were inside of a giant, glowing white sphere. His living room walls may be lit indirectly. But, there is still a lot of directionality to the bounced light.

Re:Corners Don't Look Like That: Regarding Screenspace Ambie... by peetle on Friday November 30, 2018 @02:39PM (#18571953)
How commonly used is GTAO? Is it as practical to implement and performant as SSAO? I couldn't get much from reading the abstract.
Re:Corners Don't Look Like That: Regarding Screenspace Ambie... by corysama on Friday November 30, 2018 @02:45PM (#18572009)
I don't think it's common. It is used at Activision. It has good performance. But, that's largely dependent on a temporal scheme that amortizes the cost across frames.

https://research.activision.com/t5/Publications/Practical-Re...