

Example of adaptive SSAO applied to a test scene in Unity 4*.įull DirectX* 11 implementation is provided under MIT license in an easy-to-integrate package. An article detailing the implementation is featured in the upcoming book GPU Zen (GPU Pro* 8).įigure 1.

It also covers implementation specifics, available options, settings and trade-offs in its use. This article focuses on how to understand the sample code and to further integrate or port the sample code. Although a number of public implementations already exist, not all are open source or freely available, or provide the level of performance scaling required for both low-power mobile and desktop devices. It is used by many modern game engines, typically using 5 percent to 10 percent of the frame GPU time.

Screen space ambient occlusion (SSAO) is a popular effect used in real-time rendering to produce small-scale ambient effects and contact shadow effects. This article introduces a new implementation of the effect called adaptive screen space ambient occlusion (ASSAO), which is specially designed to scale from low-power devices and scenarios up to high-end desktops at high resolutions, all under one implementation with a uniform look, settings, and quality that is equal to the industry standard.
