Groups comparison
Horizon-Based Ambient Occlusion(HBAO) - 2004 to 2018
An improved technique for ambient occlusion compared to the original SSAO.
Screen Space Ambient Occlusion - 2004 to 2020
The first real-time technique for ambient occlusion developed by Vladimir Kajalin at Crytek for Crysis (CryEngine 2).
Ambient occlusion - 2007 to 2019
Uses any ambient occlusion shading technique, commonly the very simple and fast SSAO.
An improved technique for ambient occlusion compared to the original SSAO.
Screen Space Ambient Occlusion - 2004 to 2020
The first real-time technique for ambient occlusion developed by Vladimir Kajalin at Crytek for Crysis (CryEngine 2).
Ambient occlusion - 2007 to 2019
Uses any ambient occlusion shading technique, commonly the very simple and fast SSAO.
hbao
ssao
ambientocclusion