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The_Technology_Behind_the_Elemental_Demo_16x9_(2)

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SSAO with per pixel normal<br />

� Per pixel normal fur<strong>the</strong>r restricts angle<br />

Advances in Real-Time Rendering in<br />

3D Graphics and Games Course<br />

A) Given: z buffer in <strong>the</strong> sample direction<br />

B) Get equi-distant z values from samples<br />

C) AO (so far) = min((angle_left+angle_right)/180,1)<br />

D) Clamp against per pixel normal<br />

E) AO (per pixel normal) = (angle_left+angle_right)/180<br />

AO ~= 1-saturate(dot(VecA,Normal)/length(VecA))<br />

A B C D E

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