螢幕空間環境光遮蔽
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螢幕空間環境光遮蔽(Screen Space Ambient Occlusion,SSAO)一種用於在電腦圖形中即時實現近似環境光遮蔽效果的彩現技術。由Vladimir Kajalin於在Crytek工作時開發,該演算法作為像素著色器,通過分析場景中紋理的深度值緩衝來實現,可以近似地表現出物體在環境光下產生的陰影。首次使用該特效的是2007年由Crytek開發的電腦遊戲Crysis。
使用SSAO的遊戲
編輯- 末日之戰 (2007) (Windows) [1]
- 戰爭機器2 (2008) (Xbox 360)[2]
- 潛行者:晴空染血 (2008) (Windows)[3]
- 末日之戰:獵殺悍將 (2008) (Windows) [1]
- 帝國:全軍破敵 (2009) (Windows)[4]
- 邊緣禁地 (2009) (Windows and Xbox 360 versions)[5]
- 戰慄突擊2:起源計劃 (2009) (Windows) [6]
- 蝙蝠俠:阿卡漢瘋人院' (2009) (Windows and Xbox 360 versions)[7]
- 秘境探險2:盜亦有道 (2009) (PlayStation 3)[8]
- 潛行者:普里皮亞季的召喚 (2009) (Windows)[9]
- 拿破崙:全軍破敵 (2010) (Windows)[10]
- 正當防衛2 (2010) (Windows)[11]
- 戰慄深隧 (2010) (Windows and Xbox 360 versions)[12]
- 心靈殺手 (2010) (Xbox 360)[13]
- 星戰前夜 (Nvidia GPUs only) [14]
- 最後一戰:瑞曲之戰 (2010) (Xbox 360)[15][16]
- 星海爭霸II:自由之翼 (2010) (Windows) (after Patch 1.2.0 released 1/12/2011)[17]
- 英雄城市 (2010) (Windows) [18]
- 武裝突襲2 (2009-2010) (Windows)[19]
- 工人物語7:王國之路 (2010) (Windows) [20]
- 四海兄弟II (2010) (Windows and Xbox 360)[21][22]
- 失憶症:黑暗後裔 (2010) (Windows)[23]
- 刺客教條:兄弟會 (2010) (PlayStation 3 and Xbox 360)[24]
- 戰地風雲:惡名昭彰2 (2010) (Windows) (uses HBAO - improved form of SSAO)[25]
- 闇龍紀元2 (2011) (Windows)[26]
- 末日之戰2 (2011) (Windows, Xbox 360 and PlayStation 3)[27]
- 黑色洛城 (2011) (PlayStation 3, Xbox 360 and Windows)[28]
- 駭客入侵:人類革命 (2011) (PlayStation 3, Xbox 360 and Windows)[29]
- 死亡島 (2011) (PlayStation 3, Xbox 360 and Windows)[30]
- 戰地風雲3 (2011) (PlayStation 3, Xbox 360 and Windows)[31]
- 決勝時刻:現代戰爭3 (2011) (Windows version only)[32]
- 黑街聖徒3 (2011) (PlayStation 3, Xbox 360 and Windows)[33]
- 戰慄突擊3 (2011) (Windows and Xbox 360)
- 魔獸世界:熊貓人之謎 (2012) (Windows) (該特性首次使用於熊貓人之謎資料包)
- 歐洲卡車類比2 (2012) (windows, Mac OS X, Linux) (1.38 Open Beta)
- 美國卡車類比 (2016) (windows, Mac OS X, Linux) (1.38 Open Beta)
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參見
編輯外部連結
編輯- Finding Next Gen – CryEngine 2
- Video showing SSAO in action (頁面存檔備份,存於網際網路檔案館)
- Image Enhancement by Unsharp Masking the Depth Buffer (頁面存檔備份,存於網際網路檔案館)
- Hardware Accelerated Ambient Occlusion Techniques on GPUs (頁面存檔備份,存於網際網路檔案館)
- Real-Time Depth Buffer Based Ambient Occlusion (頁面存檔備份,存於網際網路檔案館)
- Source code of SSAO shader used in Crysis (頁面存檔備份,存於網際網路檔案館)
- Approximating Dynamic Global Illumination in Image Space (頁面存檔備份,存於網際網路檔案館)
- Accumulative Screen Space Ambient Occlusion
- NVIDIA has integrated SSAO into drivers (頁面存檔備份,存於網際網路檔案館)
- Several methods of SSAO are described in ShaderX7 book (頁面存檔備份,存於網際網路檔案館)
- SSAO Shader ( Russian ) Archived 2012-05-19 at WebCite