Scalable Ambient Obscurance

This paper presents a set of architecture-aware performance and integration improvements for a recent screen-space ambient obscurance algorithm. These improvements collectively produce a 7x performance increase at 2560x1600, generalize the algorithm to both forward and deferred renderers, and eliminate the radius- and scene-dependence of the previous algorithm to provide a hard real-time guarantee of fixed execution time. The optimizations build on three strategies: pre-filter the depth buffer to maximize memory hierarchy efficiency; reduce total bandwidth by carefully reconstructing positions and normals at high precision from a depth buffer; and exploit low-level intra- and inter-thread techniques for parallel, floating-point architectures.

Authors

Morgan McGuire (NVIDIA)
Michael Mara (NVIDIA)

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SAO-demo.zip111.87 MB