SSAO (Ambient Occlusion)
SSAO stands for "Screen Space Ambient Occlusion," which is another rendering technique used in computer graphics and video games to enhance the realism and visual quality of 3D scenes. SSAO is a variant of ambient occlusion that operates in screen-space, meaning it uses only the information available in the rendered image without requiring access to the full 3D scene geometry.
The goal of SSAO is to simulate the soft shadows that occur in small crevices and corners when ambient light is blocked by nearby objects. By adding these subtle shadows, SSAO helps create a sense of depth and realism in the scene by providing the illusion of localized ambient lighting.
Realism-Effects Package Reference
Properties
Name | Descriptions |
---|---|
| The resolution scale of the ambient occlusion. |
| The samples that are taken per pixel to compute the ambient occlusion. |
| Controls the radius/size of the ambient occlusion in world units. |
| Controls how fast the ambient occlusion fades away with distance in world units. |
| A purely artistic control for the intensity of the AO - runs the ao through the function pow(ao, intensity), which has the effect of darkening areas with more ambient occlusion. |
| The color of the ambient occlusion. |
| The number of iterations of the denoising pass. |
| The radius of the poisson disk. |
| The rings of the poisson disk. |
| Allows to adjust the influence of the luma difference in the denoising pass. |
| Allows to adjust the influence of the depth difference in the denoising pass. |
| Allows to adjust the influence of the normal difference in the denoising pass. |
| The samples that are used in the poisson disk. |