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SSAO Optimization Issue


I got SSAO working and it look great.

However its slowing down my app quite a bit so in order to reduce the cost the SSAO pass is done using half screen resolution.

But when I multiply the result using a fullscreen quad on the original scene resolution the result is quite ugly... When Im moving the camera around its like looking through a dirty glass... The AO pixels are "bleeding" over especially around the edges.

What would be the correct method to use in order to avoid theses annoying artifacts.


Solution

  • After the AO is computed, it is often blurred with texels of similar depth, so there is no bleeding over the edges (HBAO, slide 27).

    As for optimization purposes, I would rather use SAO techniques, with the help of interleaved post-processing.