Angle based SSAO

Original Author: Simon Yeung


“The Technology behind the Unreal Engine 4 Elemental Demo” about how they implement SSAO. Their technique can either use only the depth buffer or with the addition of per-pixel normal. And I tried to implement both version with a slight modification:

Using only the depth buffer

The definition of ambient occlusion is to calculate the visibility integral over the hemisphere of a given surface: