Original Post
I just posted a report explaining my new Ambient Occlusion Volume technique. This is a pretty straightforward way of getting really accurate ambient occlusion using a method similar to shadow volumes: http://graphics.cs.williams.edu/papers/AOVTR09/ It runs in realtime for typical game scenes, but is much slower than SSAO. The tradeoff is that it is a lot better looking--indistinguishable from ray tracing in most cases. To use this practically you need a GPU with geometry shaders. Here's a sample image:
-m [Edited by - morgan3d on December 6, 2009 9:20:32 AM]



