Overview
SSAO samples nearby screen-space depths to estimate local occlusion without tracing the full scene.
Approximates ambient occlusion from the visible depth buffer.
Compact metadata for implementation and discovery.
SSAO samples nearby screen-space depths to estimate local occlusion without tracing the full scene.
Quick facts
Runtime and memory behavior at a glance.
Best
O(p s)
Average
O(p s)
Worst
O(p s)
Space
O(p)
occlusion = blocked_samples / sample_countApproximates local occlusion from nearby depth-buffer samples.
Show a depth buffer producing dark contact regions.
Screen Space Ambient Occlusion operates in O(p s) time and O(p) space within the Screen-Space Effect family. Key governing relation: occlusion = blocked_samples / sample_count. Often compared with Ambient Occlusion and Shadow Mapping.
What each reference supports for this entry.
NVIDIA implementation-oriented whitepaper for screen-space ambient occlusion.
Open sourceGood next jumps from the relationship graph, ranked for useful discovery.
SSAO approximates ambient occlusion from screen-space depth and normals.
SSAO is commonly computed from deferred rendering buffers.