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SSAO using Visibility Bitmasks

We recently released the paper Screen Space Indirect Lighting with Visibility Bitmask, a rendering technique based on GTAO that replaces the two horizon angles by a bit field representing the binary state (occluded / un-occluded) of N sectors uniformly distributed around the hemisphere slice. It allows light to pass behind surfaces of constant thickness while keeping the efficiency of horizon-based methods. In this post, we share some code to make it easier to implement in 3D applications and clarify some details from the paper.