Screen Space Ambient Occlusion (SSAO): Difference between revisions
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[[{{ns:6}}:Prop ragdoll.jpg|thumb|400px|SSAO in game - the shading effect is highly visible between Breen and the table, but also appears in the corners of the room. Note the edge "glow" bug around Breen's arm.]] | |||
'''Ambient Occlusion (AO)''' is a type of [[lighting]] technique applied in-game to create more realistic lighting. AO simulates soft shadows created by two surfaces that are close together. Ambient occlusion in games is normally accomplished through '''[[Wikipedia:Screen Space Ambient Occlusion|Screen Space Ambient Occlusion]]''', which is a simplified way to fake realistic AO with shaders in a process fast enough for real-time rendering. SSAO is a [[DirectX]] 9.0c shader, so it will only be available on fairly modern video cards. | |||
SSAO works by examining an onscreen pixel, and then comparing its location in the depth buffer (i.e. how far it is away from the player) to the pixels around it. Pixels which are close together but not coplanar (on the same face) are shaded to simulate soft shadows. To maintain playable framerates, it is not possible to sample every pixel every frame, so random sampling is used, which will inevitably create noise/grain which may be more noticable when the player moves around. | |||
SSAO causes several rendering bugs which are common to nearly all games which offer SSAO. | |||
[[{{ns:6}}:Ao_renderbug_trees.jpg|thumb|right|300px|The shadows being rendered on top of fog are noticable on distant trees.]] | |||
{{bug|SSAO often creates a small visual error where the very edge of an object is not shaded, causing an apparent glow.}} | |||
{{bug|SSAO is rendered ''on top of fog and smoke'', even if the smoke is closer to the player than the source of the shading, causing the fog/smoke to look lumpy. This may give distant trees a frosted look.}} | |||
==Supported games== | |||
All [[Source]] engine games except [[Portal]] support ambient occlusion. This may be because AO would not render correctly through Portals. | |||
==Enabling ambient occlusion== | |||
[[{{ns:6}}:EnableAO.png|thumb|right|300px|Enabling AO in NVidia control panel]] | |||
Ambient occlusion cannot be controlled through the video options within a Source game. AO is controlled by video drivers. For NVidia users, this is found in the NVidia Control Panel. ATI Catalyst Control Center does not appear to have an ambient occlusion option and it may not be possible to turn on AO with an ATI card. |
Revision as of 06:13, 10 December 2010

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Ambient Occlusion (AO) is a type of lighting technique applied in-game to create more realistic lighting. AO simulates soft shadows created by two surfaces that are close together. Ambient occlusion in games is normally accomplished through Screen Space Ambient Occlusion, which is a simplified way to fake realistic AO with shaders in a process fast enough for real-time rendering. SSAO is a DirectX 9.0c shader, so it will only be available on fairly modern video cards.
SSAO works by examining an onscreen pixel, and then comparing its location in the depth buffer (i.e. how far it is away from the player) to the pixels around it. Pixels which are close together but not coplanar (on the same face) are shaded to simulate soft shadows. To maintain playable framerates, it is not possible to sample every pixel every frame, so random sampling is used, which will inevitably create noise/grain which may be more noticable when the player moves around.
SSAO causes several rendering bugs which are common to nearly all games which offer SSAO.


Supported games
All Source engine games except Portal support ambient occlusion. This may be because AO would not render correctly through Portals.
Enabling ambient occlusion
Ambient occlusion cannot be controlled through the video options within a Source game. AO is controlled by video drivers. For NVidia users, this is found in the NVidia Control Panel. ATI Catalyst Control Center does not appear to have an ambient occlusion option and it may not be possible to turn on AO with an ATI card.