Screen Space Ambient Occlusion

Software concept

The first real-time technique for ambient occlusion developed by Vladimir Kajalin at Crytek for Crysis (CryEngine 2).


The first video game about Screen Space Ambient Occlusion was released on November 22, 2004.

Electronic Arts, Bethesda Softworks and Mojang has published most of these games

Real ambient occlusion is too heavy for even modern computers to perform in real-time despite their vast processing power, so techniques that produce something in the right direction without bothering with most of the real calculations pop up (like SSAO).

A noticeable problem with SSAO is that it produces a halo (usually black but can be anything really, though usually some color used by local or ambient lighting) for objects in certain lighting conditions.