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Gamasutra: Piotr Bomak s Blog - Implementing Raytraced Ambient Occlusion in The Riftbreaker

Implementing Raytraced Ambient Occlusion in The Riftbreaker by Piotr Bomak on 02/12/21 11:11:00 am     The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.   Welcome back! In our previous article, we described the process of implementing raytraced shadows into our game engine - The Schmetterling 2.0, and our latest game - The Riftbreaker. We spoke about our approach, the problems we faced, and the solutions we found. We highly recommend reading it before diving into this one. Raytraced shadows is not the only DirectX 12 Ultimate technique that we adopted, however. Today we are going to talk about ambient occlusion, and how we switched from the horizon-based ambient occlusion (HBAO) technique to raytraced ambient occlusion (RTAO).

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