屏幕空间环境光遮蔽(Screen Space Ambient Occlusion,SSAO)一种用于在计算机图形中实时实现近似环境光遮蔽效果的渲染技术。由Vladimir Kajalin于在Crytek工作时开发,该算法作为像素着色器,通过分析场景中纹理的深度值缓冲来实现,可以近似地表现出物体在环境光下产生的阴影。首次使用该特效的是2007年由Crytek开发的电脑游戏Crysis。
應用此技術的游戏
- 孤岛危机 (2007) (Windows)
- 战争机器2 (2008) (Xbox 360)
- 潜行者:晴空 (2008) (Windows)
- 孤岛危机:弹头 (2008) (Windows)
- 无主之地 (2009) (Windows and Xbox 360 versions)
- 极度恐慌2:起源计划 (2009) (Windows)
- 蝙蝠侠:阿卡姆疯人院' (2009) (Windows and Xbox 360 versions)
- 神秘海域2:纵横四海 (2009) (PlayStation 3)
- 潜行者:普里皮亚季的召唤 (2009) (Windows)
- 拿破仑:全面战争 (2010) (Windows)
- 正当防卫2 (2010) (Windows)
- 地铁2033 (2010) (Windows and Xbox 360 versions)
- 心灵杀手 (2010) (Xbox 360)
- 星战前夜 (Nvidia GPUs only)
- 光环:致远星 (2010) (Xbox 360)
- 星际争霸II:自由之翼 (2010) (Windows) (after Patch 1.2.0 released 1/12/2011)
- 英雄城市 (2010) (Windows)
- 武装突袭2 (2009-2010) (Windows)
- 工人物语7:王国之路 (2010) (Windows)
- 黑手党II (2010) (Windows and Xbox 360)
- 失忆症:黑暗后裔 (2010) (Windows)
- 刺客信条:兄弟会 (2010) (PlayStation 3 and Xbox 360)
- 战地:叛逆连队2 (2010) (Windows) (uses HBAO - improved form of SSAO)
- 龙腾世纪2 (2011) (Windows)
- 孤岛危机2 (2011) (Windows, Xbox 360 and PlayStation 3)
- 黑色洛城 (2011) (PlayStation 3, Xbox 360 and Windows)
- 黑客入侵:人类革命 (2011) (PlayStation 3, Xbox 360 and Windows)
- 死亡岛 (2011) (PlayStation 3, Xbox 360 and Windows)
- 战地3 (2011) (PlayStation 3, Xbox 360 and Windows)
- 使命召唤:现代战争3 (2011) (Windows version only)
- 黑街圣徒3 (2011) (PlayStation 3, Xbox 360 and Windows)
- 极度恐慌3 (2011) (Windows and Xbox 360)
- 魔兽世界:熊猫人之谜 (2012) (Windows) (该特性首次使用于熊猫人之谜资料包)
- 歐洲卡車模擬2 (2012) (windows, Mac OS X, Linux) (1.38 Open Beta)
- 美洲卡車模擬 (2016) (windows, Mac OS X, Linux) (1.38 Open Beta)
参考文献
参见
*环境光遮蔽
*(SSDO)
外部链接
- [https://web.archive.org/web/20090219082501/http://delivery.acm.org/10.1145/1290000/1281671/p97-mittring.pdf?key1=1281671&key2=9942678811&coll=ACM&dl=ACM&CFID=15151515&CFTOKEN=6184618 Finding Next Gen – CryEngine 2]
- [http://video.google.com/videoplay?docid=-2592720445119800709&hl=en Video showing SSAO in action]
- [http://graphics.uni-konstanz.de/publikationen/2006/unsharp_masking/Luft%20et%20al.%20--%20Image%20Enhancement%20by%20Unsharp%20Masking%20the%20Depth%20Buffer.pdf Image Enhancement by Unsharp Masking the Depth Buffer]
- [http://perumaal.googlepages.com/ Hardware Accelerated Ambient Occlusion Techniques on GPUs]
- [http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_Ambient_Occlusion.pdf Real-Time Depth Buffer Based Ambient Occlusion]
- [http://www.pastebin.ca/953523 Source code of SSAO shader used in Crysis]
- [http://www.mpi-inf.mpg.de/~ritschel/Papers/SSDO.pdf Approximating Dynamic Global Illumination in Image Space]
- [https://web.archive.org/web/20090324081000/http://www.gamedev.net/community/forums/topic.asp?topic_id=527170 Accumulative Screen Space Ambient Occlusion]
- [http://www.nzone.com/object/nzone_ambientocclusion_home.html NVIDIA has integrated SSAO into drivers]
- [http://www.shaderx7.com/TOC.html Several methods of SSAO are described in ShaderX7 book]
- [http://lwengine.net.ru/article/DirectX_10/ssao_directx10 SSAO Shader ( Russian )]
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