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# How is Ambient Occlusion Calculated?

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4 replies to this topic

### #1dvds414  Members

Posted 16 June 2013 - 05:06 AM

So I have gotten some depth maps online and I was just messing around with them and rendering them to a quad on my screen and trying to achieve ambient occlusion. Does anyone know how I can simply calculate ambient occlusion just using depth? Thanks!

### #2froop  Members

Posted 16 June 2013 - 08:59 AM

Apparently they compute the normals from the depth map during the ssao pass. Ps: It was the first hit on google for "ssao depth only".

### #3cowsarenotevil  Members

Posted 16 June 2013 - 11:06 AM

Apparently they compute the normals from the depth map during the ssao pass. Ps: It was the first hit on google for "ssao depth only".

For the record, a lot of implementations don't even bother reconstructing the normals; they only measure the difference in depth between the occluder and the occludee.

-~-The Cow of Darkness-~-

### #4froop  Members

Posted 16 June 2013 - 01:56 PM

Apparently they compute the normals from the depth map during the ssao pass. Ps: It was the first hit on google for "ssao depth only".

For the record, a lot of implementations don't even bother reconstructing the normals; they only measure the difference in depth between the occluder and the occludee.

True, good call.

### #5/ rouncer   Members

Posted 19 June 2013 - 06:05 AM

If youve got a bitching video card you can attempt to fire/march the rays, youll get more long distance occlusions that way, even soft shadows, but I wouldnt do it unless you had a titan at your disposal.

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