threejs-screen-space-ambient-occlusion
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ChineseScreen-Space Ambient Occlusion
屏幕空间环境光遮蔽(Screen-Space Ambient Occlusion)
AO estimates missing ambient visibility. It must modulate indirect lighting, not repaint all scene color with a dark multiply.
AO用于估算缺失的环境可见性。它必须调制间接光照,而非用深色乘法重新绘制所有场景颜色。
Workflow
工作流程
- Verify linear depth and view-space normals.
- Reconstruct view position consistently.
- Sample horizon visibility in a controlled radius.
- Estimate AO and optional bent normal.
- Denoise with depth/normal-aware filters.
- Apply to indirect diffuse and environment response.
Read references/gtao-bent-normal-pipeline.md.
- 验证线性深度和视图空间法线。
- 一致地重建视图位置。
- 在可控半径内采样水平线可见性。
- 估算AO及可选的弯曲法线。
- 使用感知深度/法线的过滤器进行去噪。
- 应用于间接漫反射和环境响应。
阅读references/gtao-bent-normal-pipeline.md。
Failure conditions
故障情况
- direct light and emission are darkened;
- radius is specified only in pixels;
- foreground silhouettes cast thick screen-space halos;
- depth discontinuities are blurred together;
- AO remains strong at distances where its world radius is subpixel;
- bent normals are treated as ordinary geometric normals;
- the implementation claims temporal accumulation even though this path has none.
- 直接光照和发光效果变暗;
- 仅以像素为单位指定半径;
- 前景轮廓投射出浓重的屏幕空间光晕;
- 深度不连续区域被模糊在一起;
- 在AO的世界半径低于像素级的距离处,AO效果仍然强烈;
- 弯曲法线被当作普通几何法线处理;
- 实现声称支持时间累积,但此路径并无该功能。
Routing boundary
路由边界
This skill owns GTAO gathering, bent normals, denoising, and AO application.
Use only when its depth/normal buffers or pass order
must be coordinated with other image-space systems.
$threejs-image-pipeline此技能负责GTAO采集、弯曲法线、去噪及AO应用。仅当深度/法线缓冲区或渲染通道顺序必须与其他图像空间系统协调时,才使用。
$threejs-image-pipeline