[WIP] Ground Truth Ambient Occlusion(GTAO)

Hi all,
I’m working on a screen space ambient occlusion method called GTAO. It is horizon based temporal screen space AO solution. Right now i’m working on optimizations also there is little leaking on the edges that needs fixing. I will try to share a watermarked beta version in a week or two. The preliminary results are follows. Any feedback is appreciated. Thank you.



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hi @UniqueShaders have you made progress with this project, looks really interesting, GTAO is transforming into the state of the art new technique for superior and fast ambient occlussion nowadays and it seems that you worked this out 7 months before anyone else, so I’m impressed! cheers

So did he gave up?

Looks like it. It’s the only post of the OP here and he was last seen on Jan 21, 2018.

There’s a GTAO project for Unity on GitHub: https://github.com/MaxwellGengYF/Unity-Ground-Truth-Ambient-Occlusion
And the HDRP Post-processing has it anyway.

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Ohh yah, I have that one, tow I wasn’t aware HDRP had it thanks!
Edit: I couldn’t find it in HDRP 2020, instead all I saw was a really bad ao. Can you help me out it this?