Blender V4.3
eevee_ambient_occlusion.cc File Reference

Go to the source code of this file.

Namespaces

namespace  blender
 
namespace  blender::eevee
 

Detailed Description

Ground Truth Ambient Occlusion

Based on Practical Realtime Strategies for Accurate Indirect Occlusion http://blog.selfshadow.com/publications/s2016-shading-course/activision/s2016_pbs_activision_occlusion.pdf http://blog.selfshadow.com/publications/s2016-shading-course/activision/s2016_pbs_activision_occlusion.pptx

Algorithm Overview:

We separate the computation into 2 steps.

  • First we scan the neighborhood pixels to find the maximum horizon angle. We save this angle in a RG8 array texture.
  • Then we use this angle to compute occlusion with the shading normal at the shading stage. This let us do correct shadowing for each diffuse / specular lobe present in the shader using the correct normal.

Definition in file eevee_ambient_occlusion.cc.