Screen Space Ambient OcclusionI have been playing around with my SSAO implementation as well, and have found that it may be possible to use the SSAO buffer without a blurring pass. If the sampling pattern is selected properly, then much of the noise can be removed without the cost of an additional full screen pass. More on this one as it comes along...
EDIT: I uploaded an AVI of the SSAO in action - it's not compressed, but it is saved in a zip file to save some bandwidth for GameDev.
Video Zip File
What do you think???
Jack