Submission timeline
2007–2026One slot for every year since HN launched. Height is that year's peak points; orange marks a 100+ point or 50+ comment breakout. Select a bar to open its strongest thread.
First comments on top threads
HN comment orderThis is an interesting read, but I wonder if we're going to see SSAO/HBAO becoming less relevant in the near future with the prevalence hardware which can handle ray-tracing and other real-time global illumination techniques like voxel-cone tracing. SSAO has been a valuable technique in terms of adding a lot of depth to real-time renders with a relatively low cost/quality ratio, but at the end of the day it's more or less a neat trick which is not physically based…
> Game developers are in love with screenspace ambient occlusion (SSAO). I work in 3d and I think I can say with confidence that developers are not in love with SSAO. It's just that real ambient occlusion for moving models is both really hard to set up and would totally blow the performance budget for most games, while in most 3d engines you can add SSAO in couple of minutes and it costs ~1ms per frame. That will hopefully change…
Having more of the history of SSAO, and measuring some rendered images in the same way, would help this article.. Several corrections here: 1) Historically, SSAO was never intended solve wall corners. That was already being done with baked textures, in games like Doom and Quake. It was first used in CryEngine to show deep crevices in fabric folds, and plants. Objects that capture light. 2) The examples of 'ugly' artifacts are just that, incorrect implementations. There should be no…
The first top-level comment from each of the four biggest threads, in HN’s own order. Excerpts are shortened; open a comment for full context.
- Breakout years
- 2
- Total points
- 324
- Total comments
- 98
100+ points or 50+ comments
reference only — not used in Hall rules or ranking
reference only — not used in Hall rules or ranking
Every submission
| Date | Title as submitted | By | Points | Comments |
|---|---|---|---|---|
| 2012-12-14 | Corners Don't Look Like That: Regarding Screenspace Ambient Occlusion | ryeguy | 2 | 0 |
| 2015-08-23 | Corners Don't Look Like That: Regarding Screenspace Ambient Occlusion (2012) | epsylon | 63 | 19 |
| 2017-03-14 | Corners Don't Look Like That: Regarding Screenspace Ambient Occlusion (2012) | adgasf | 1 | 0 |
| 2017-07-13 | Corners Don't Look Like That: Regarding Screenspace Ambient Occlusion | madflame991 | 3 | 0 |
| 2017-10-24 | SSAO: Corners Don’t Look Like That | taw55 | 2 | 0 |
| 2018-08-15 | Corners Don't Look Like That: Regarding Screenspace Ambient Occlusion | obl | 2 | 0 |
| 2018-11-29 | Corners Don't Look Like That: Regarding Screenspace Ambient Occlusion (2012)First breakout · Best thread | vanderZwan | 134 | 36 |
| 2022-03-08 | Corners Don't Look Like That: Regarding Screenspace Ambient Occlusion (2012)Latest 20+ point return | graderjs | 117 | 43 |
