What's the dirty when using SSAO (ambient occlusion) post-process?

Hello! I can see it in the playground. SSAO is a technique that samples the screen’s depth buffer for each pixel, and involves some randomness in the values (You can read more about how it works here LearnOpenGL - SSAO). You can see how the SSAO buffer looks like here:

image

This result is still blurred to reduce the appearance of noise, but due to that sligthly random nature, we get this “texture” effect when moving the scene. One way to reduce this is to generate the buffer at a higher resolution than the scene, which means using a ssaoRatio parameter higher than 1: PGDemo | Babylon.js Playground (babylonjs.com).

3 Likes