Look at the corner where two walls meet, or the gap between a coffee mug and a table. Even with no direct lamp pointing at it, that corner is darker. Not because a shadow falls there — because the sky can barely see it. Ambient occlusion is the algorithm that captures this effect.
The idea is one elegant integral: at every surface point, measure how much of the hemisphere above it is blocked by nearby geometry. A point on a flat open plain sees the whole sky and stays bright. A point wedged inside a tight crease sees almost none of it and goes dark. The result — without tracing a single light ray — is a contact shadow that makes flat-shaded geometry feel heavy and grounded.
Real-time graphics adopted a screen-space approximation called SSAO (Screen-Space Ambient Occlusion), introduced by Crytek in Crysis (2007). Instead of sampling the actual scene geometry, SSAO reads the depth buffer, fires a small hemisphere of random rays in screen space, and darkens pixels whose neighbors are closer to the camera. It runs in milliseconds per frame on a GPU and became one of the signature effects of the HD era.
Comments
Loading comments...