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<ul class="current">
<li class="toctree-l1 current"><a class="current reference internal" href="">NVIDIA HBAO+ 4.0.</a><ul>
<li class="toctree-l2"><a class="reference internal" href="#overview">Overview</a></li>
<li class="toctree-l2"><a class="reference internal" href="#package">Package</a></li>
<li class="toctree-l2"><a class="reference internal" href="#getting-started">Getting Started</a></li>
<li class="toctree-l2"><a class="reference internal" href="#data-flow">Data Flow</a><ul>
<li class="toctree-l3"><a class="reference internal" href="#input-requirements">Input Requirements</a></li>
<li class="toctree-l3"><a class="reference internal" href="#msaa-support">MSAA Support</a></li>
<li class="toctree-l3"><a class="reference internal" href="#hbao-pipeline">HBAO+ Pipeline</a></li>
<li class="toctree-l3"><a class="reference internal" href="#occlusion-samples">Occlusion Samples</a></li>
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<li class="toctree-l2"><a class="reference internal" href="#parameters">Parameters</a><ul>
<li class="toctree-l3"><a class="reference internal" href="#ao-radius">AO Radius</a></li>
<li class="toctree-l3"><a class="reference internal" href="#meterstoviewspaceunits">MetersToViewSpaceUnits</a></li>
<li class="toctree-l3"><a class="reference internal" href="#power-exponent">Power Exponent</a></li>
<li class="toctree-l3"><a class="reference internal" href="#ao-bias">AO Bias</a></li>
<li class="toctree-l3"><a class="reference internal" href="#foreground-ao">Foreground AO</a></li>
<li class="toctree-l3"><a class="reference internal" href="#background-ao">Background AO</a></li>
<li class="toctree-l3"><a class="reference internal" href="#ao-blur">AO Blur</a></li>
<li class="toctree-l3"><a class="reference internal" href="#blur-sharpness">Blur Sharpness</a></li>
<li class="toctree-l3"><a class="reference internal" href="#dual-layer">Dual Layer</a></li>
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<div class="section" id="productname-version">
<h1>NVIDIA HBAO+ 4.0.<a class="headerlink" href="#productname-version" title="Permalink to this headline">¶</a></h1>
<div class="section" id="overview">
<h2>Overview<a class="headerlink" href="#overview" title="Permalink to this headline">¶</a></h2>
<p>HBAO+ is a SSAO algorithm designed to achieve high GPU efficiency.
The algorithm is based on HBAO [Bavoil and Sainz 2008], with the following differences:</p>
<ol class="arabic simple">
<li>To minimize cache trashing, HBAO+ does not use any randomization texture. Instead, the algorithm uses an Interleaved Rendering approach, generating the AO in multiple passes with a unique jitter value per pass [Bavoil and Jansen 2013].</li>
<li>To avoid over-occlusion artifacts, HBAO+ uses a simpler AO approximation than HBAO, similar to “Scalable Ambient Obscurance” [McGuire et al. 2012] [Bukowski et al. 2012].</li>
<li>To minimize flickering, the HBAO+ is always rendered in full resolution, from full-resolution depths.</li>
<li>To reduce halo artifacts behind foreground objects, HBAO+ can take as input a second depth layer, using the multi-layer SSAO approach from [Bavoil and Sainz 2009] and [McGuire et al. 2013].</li>
</ol>
<img alt="_images/hbao-plus-in-tom-clancys-splinter-cell-blacklist-2.jpg" src="_images/hbao-plus-in-tom-clancys-splinter-cell-blacklist-2.jpg" />
</div>
<div class="section" id="package">
<h2>Package<a class="headerlink" href="#package" title="Permalink to this headline">¶</a></h2>
<p><tt class="docutils literal"><span class="pre">doc/</span></tt>—this documentation page.</p>
<p><tt class="docutils literal"><span class="pre">lib/</span></tt>—header file, import libraries and DLLs, for Win32 and Win64.</p>
<p><tt class="docutils literal"><span class="pre">samples/</span></tt>—source for sample applications demonstrating NVIDIA HBAO+.</p>
</div>
<div class="section" id="getting-started">
<h2>Getting Started<a class="headerlink" href="#getting-started" title="Permalink to this headline">¶</a></h2>
<ol class="arabic">
<li><p class="first">INITIALIZE THE LIBRARY:</p>
<div class="highlight-python"><pre>GFSDK_SSAO_CustomHeap CustomHeap;
CustomHeap.new_ = ::operator new;
CustomHeap.delete_ = ::operator delete;
GFSDK_SSAO_Status status;
GFSDK_SSAO_Context_D3D11* pAOContext;
status = GFSDK_SSAO_CreateContext_D3D11(pD3D11Device, &pAOContext, &CustomHeap);
assert(status == GFSDK_SSAO_OK); // HBAO+ requires feature level 11_0 or above</pre>
</div>
</li>
<li><p class="first">SET INPUT DEPTHS:</p>
<div class="highlight-python"><pre>GFSDK_SSAO_InputData_D3D11 Input;
Input.DepthData.DepthTextureType = GFSDK_SSAO_HARDWARE_DEPTHS;
Input.DepthData.pFullResDepthTextureSRV = pDepthStencilTextureSRV;
Input.DepthData.pFullResDepthTexture2ndLayerSRV = pDepthStencilTexture2ndLayerSRV; // Required only if Params.DualLayerAO=true
Input.DepthData.ProjectionMatrix.Data = GFSDK_SSAO_Float4x4(pProjectionMatrix);
Input.DepthData.ProjectionMatrix.Layout = GFSDK_SSAO_ROW_MAJOR_ORDER;
Input.DepthData.MetersToViewSpaceUnits = SceneScale;</pre>
</div>
</li>
<li><p class="first">SET AO PARAMETERS:</p>
<div class="highlight-python"><pre>GFSDK_SSAO_Parameters Params;
Params.Radius = 2.f;
Params.Bias = 0.1f;
Params.PowerExponent = 2.f;
Params.Blur.Enable = true;
Params.Blur.Radius = GFSDK_SSAO_BLUR_RADIUS_4;
Params.Blur.Sharpness = 16.f;
Params.DualLayerAO = true;</pre>
</div>
</li>
<li><p class="first">SET RENDER TARGET:</p>
<div class="highlight-python"><pre>GFSDK_SSAO_Output_D3D11 Output;
Output.pRenderTargetView = pOutputColorRTV;
Output.Blend.Mode = GFSDK_SSAO_OVERWRITE_RGB;</pre>
</div>
</li>
<li><p class="first">RENDER AO:</p>
<div class="highlight-python"><pre>status = pAOContext->RenderAO(pD3D11Context, Input, Params, Output);
assert(status == GFSDK_SSAO_OK);</pre>
</div>
</li>
</ol>
</div>
<div class="section" id="data-flow">
<h2>Data Flow<a class="headerlink" href="#data-flow" title="Permalink to this headline">¶</a></h2>
<div class="section" id="input-requirements">
<h3>Input Requirements<a class="headerlink" href="#input-requirements" title="Permalink to this headline">¶</a></h3>
<ul class="simple">
<li>The library has entry points for D3D11, D3D12 and GL3.2+.</li>
<li>Requires a depth texture to be provided as input, along with associated projection info.</li>
<li>Optionally, can also take as input a GBuffer normal texture associated with the input depth texture:<ul>
<li>Can add normal-mapping details to the AO.</li>
<li>Can be used to fix normal reconstruction artifacts with dithered LOD dissolves.</li>
<li>But makes the integration more complex. We recommend starting with input normals disabled.</li>
</ul>
</li>
<li>Optionally, can also take as input a viewport rectangle associated with the input textures:<ul>
<li>Defines a sub-area of the input & output full-resolution textures to be sourced and rendered to.</li>
<li>The library re-allocates its internal render targets if the Viewport.Width or Viewport.Height changes for a given AO context.</li>
</ul>
</li>
<li>Optionally, can also take as input a second depth texture (second depth layer), to add information about the scene geometry that is hidden behind the first depth layer.<ul>
<li>This enables removing halo artifacts behind foreground characters, and that with a single call to RenderAO.</li>
<li>The second depth layer can simply be a copy of the scene depth buffer before the dynamic geometry is rendered into it.</li>
</ul>
</li>
</ul>
</div>
<div class="section" id="msaa-support">
<h3>MSAA Support<a class="headerlink" href="#msaa-support" title="Permalink to this headline">¶</a></h3>
<ul class="simple">
<li>Requirements<ul>
<li>The input depth & normal textures are required to have matching dimensions and MSAA sample count.</li>
<li>The output render target can have arbitrary dimensions and MSAA sample count.</li>
</ul>
</li>
<li>Per-Pixel AO Algorithm<ul>
<li>If the input textures are MSAA, only sample 0 is used to render the AO.</li>
<li>If the output render target is MSAA, a per-pixel AO value is written to all samples.</li>
<li>In practice, we have found this strategy to not cause any objectionable artifacts, even when using HBAO+ with TXAA.</li>
</ul>
</li>
</ul>
</div>
<div class="section" id="hbao-pipeline">
<h3>HBAO+ Pipeline<a class="headerlink" href="#hbao-pipeline" title="Permalink to this headline">¶</a></h3>
<img alt="_images/pipeline_without_input_normals.png" src="_images/pipeline_without_input_normals.png" />
<img alt="_images/pipeline_with_input_normals.png" src="_images/pipeline_with_input_normals.png" />
</div>
<div class="section" id="occlusion-samples">
<h3>Occlusion Samples<a class="headerlink" href="#occlusion-samples" title="Permalink to this headline">¶</a></h3>
<ul class="simple">
<li>For each pixel, 32 occlusion samples are taken in a variable-radius disk, with a minimum of 4 full-resolution pixels between the center pixel and the sample coordinates.</li>
<li>The 8 nearest samples to the center pixel are weighted by the NearAO parameter.</li>
<li>The other samples are weighted by the FarAO parameter.</li>
</ul>
</div>
</div>
<div class="section" id="parameters">
<h2>Parameters<a class="headerlink" href="#parameters" title="Permalink to this headline">¶</a></h2>
<div class="section" id="ao-radius">
<h3>AO Radius<a class="headerlink" href="#ao-radius" title="Permalink to this headline">¶</a></h3>
<dl class="docutils">
<dt>Definition</dt>
<dd>For a given AO receiver point P and AO Radius R, sample point S is ignored if ||P-S|| > R</dd>
<dt>Impact on search area</dt>
<dd>The AO radius is a multiplier for the screen-space search radius, and the number of samples is fixed. So if the AO radius is too large, under-sampling artifacts may appear.</dd>
</dl>
<img alt="_images/AO_Radius_1.png" src="_images/AO_Radius_1.png" />
<img alt="_images/AO_Radius_4.png" src="_images/AO_Radius_4.png" />
</div>
<div class="section" id="meterstoviewspaceunits">
<h3>MetersToViewSpaceUnits<a class="headerlink" href="#meterstoviewspaceunits" title="Permalink to this headline">¶</a></h3>
<p>If you are not sure what to set this value to, you can:</p>
<ul class="simple">
<li>Set the <tt class="docutils literal"><span class="pre">AO</span> <span class="pre">Radius</span></tt> parameter to 1.0 and</li>
<li>Increase <tt class="docutils literal"><span class="pre">MetersToViewSpaceUnits</span></tt> until the AO looks like it’s being cast up to 1 meter away</li>
</ul>
<p><tt class="docutils literal"><span class="pre">MetersToViewSpaceUnits</span></tt> is used internally</p>
<ul class="simple">
<li>To convert the AO radius parameter from meters to view-space units</li>
<li>To adjust the blur sharpness parameter</li>
</ul>
</div>
<div class="section" id="power-exponent">
<h3>Power Exponent<a class="headerlink" href="#power-exponent" title="Permalink to this headline">¶</a></h3>
<ul class="simple">
<li>The PowerExponent parameter controls the darkness of the final AO: FinalAO = pow(AO, PowerExponent).</li>
<li>Typical PowerExponent values are in the range [2.0, 3.0].</li>
</ul>
</div>
<div class="section" id="ao-bias">
<h3>AO Bias<a class="headerlink" href="#ao-bias" title="Permalink to this headline">¶</a></h3>
<ul class="simple">
<li>The AO Bias parameter can be used to hide low-tessellation artifacts</li>
<li>Can also help reducing false-occlusion artifacts near screen borders</li>
<li>It weights the AO contributions more strongly for samples towards the normal direction</li>
</ul>
<img alt="_images/AOBias_0_0.png" src="_images/AOBias_0_0.png" />
<img alt="_images/AOBias_0_3.png" src="_images/AOBias_0_3.png" />
</div>
<div class="section" id="foreground-ao">
<h3>Foreground AO<a class="headerlink" href="#foreground-ao" title="Permalink to this headline">¶</a></h3>
<ul class="simple">
<li>When this feature is enabled, the screen-space AO kernel radius is:<ul>
<li>inversely proportional to ViewDepth for ViewDepth > ForegroundViewDepth</li>
<li>uniform in screen-space for ViewDepth <= ForegroundViewDepth (instead of getting arbitrarily large)</li>
</ul>
</li>
<li>To tune the ForegroundViewDepth parameter<ul>
<li>Start with ForegroundViewDepth = 0.f</li>
<li>Increase the ForegroundViewDepth to get less closer-scale occlusion on the foreground objects.</li>
</ul>
</li>
</ul>
<img alt="_images/ForegroundAO_OFF.png" src="_images/ForegroundAO_OFF.png" />
<img alt="_images/ForegroundAO_ON.png" src="_images/ForegroundAO_ON.png" />
</div>
<div class="section" id="background-ao">
<h3>Background AO<a class="headerlink" href="#background-ao" title="Permalink to this headline">¶</a></h3>
<ul class="simple">
<li>When this feature is enabled, the screen-space AO kernel radius is:<ul>
<li>inversely proportional to ViewDepth for ViewDepth < BackgroundViewDepth</li>
<li>uniform in screen-space for ViewDepth >= BackgroundViewDepth (instead of falling off to zero).</li>
</ul>
</li>
<li>To tune the BackgroundViewDepth parameter<ul>
<li>Start from a very large BackgroundViewDepth value (e.g. the camera’s ZFar)</li>
<li>Decrease the BackgroundViewDepth to get larger-scale occlusion in the background.</li>
</ul>
</li>
</ul>
<img alt="_images/BackgroundAO_OFF.png" src="_images/BackgroundAO_OFF.png" />
<img alt="_images/BackgroundAO_ON.png" src="_images/BackgroundAO_ON.png" />
</div>
<div class="section" id="ao-blur">
<h3>AO Blur<a class="headerlink" href="#ao-blur" title="Permalink to this headline">¶</a></h3>
<ul class="simple">
<li>Optional cross-bilateral filter<ul>
<li>To remove jittered-sampling artifacts (noise)</li>
<li>To hide under-sampling artifacts (banding) & reduce jittering</li>
</ul>
</li>
<li>3 Modes<ul>
<li>No Blur</li>
<li>Blur Radius 2</li>
<li>Blur Radius 4</li>
</ul>
</li>
</ul>
<img alt="_images/No_Blur.png" src="_images/No_Blur.png" />
<img alt="_images/Blur_Radius_4.png" src="_images/Blur_Radius_4.png" />
</div>
<div class="section" id="blur-sharpness">
<h3>Blur Sharpness<a class="headerlink" href="#blur-sharpness" title="Permalink to this headline">¶</a></h3>
<p>The greater the sharpness parameter, the more the blur preserves edges</p>
<img alt="_images/Blur_Sharpness_0.png" src="_images/Blur_Sharpness_0.png" />
<img alt="_images/Blur_Sharpness_8.png" src="_images/Blur_Sharpness_8.png" />
</div>
<div class="section" id="dual-layer">
<h3>Dual Layer<a class="headerlink" href="#dual-layer" title="Permalink to this headline">¶</a></h3>
<p>The dual layer feature increases the overall quality of the AO, by removing halo artifacts behind foreground objects. To use this feature, the application needs to provide a second depth texture via Input.DepthData.pFullResDepthTexture2ndLayerSRV, and set Params.DualLayerAO = true.</p>
<p>Here are screenshots from our DX11 sample app, which is drawing</p>
<ul class="simple">
<li>the shader-ball object into a first depth buffer</li>
<li>the shader-ball and background box into a second depth buffer</li>
</ul>
<p>and feeding these 2 depth layers as input to RenderAO.</p>
<img alt="_images/DualLayer_Disabled.png" src="_images/DualLayer_Disabled.png" />
<img alt="_images/DualLayer_Enabled.png" src="_images/DualLayer_Enabled.png" />
</div>
</div>
<div class="section" id="integration-time-estimates">
<h2>Integration Time Estimates<a class="headerlink" href="#integration-time-estimates" title="Permalink to this headline">¶</a></h2>
<ul class="simple">
<li>Initial integration (for a rendering engineer)<ul>
<li><1 man-day with no input normals</li>
<li>1-2 man-days with input normals</li>
</ul>
</li>
<li>Initial parameter tuning<ul>
<li><1 man-hour</li>
<li>Tuning the parameter should be quick once the input data are correctly fed into the library</li>
<li>The same HBAO+ parameters may be used globally across the whole game</li>
</ul>
</li>
</ul>
</div>
<div class="section" id="additional-links">
<h2>Additional Links<a class="headerlink" href="#additional-links" title="Permalink to this headline">¶</a></h2>
<p><a class="reference external" href="http://www.nvidia.com/object/siggraph-2008-HBAO.html">[Bavoil et al. 2008] “Image-Space Horizon-Based Ambient Occlusion”</a></p>
<p><a class="reference external" href="https://dl.acm.org/citation.cfm?id=1598035">[Bavoil and Sainz 2009] “Multi-Layer Dual-Resolution Screen-Space Ambient Occlusion”</a></p>
<p><a class="reference external" href="http://graphics.cs.williams.edu/papers/SAOHPG12/">[McGuire et al. 2012] “Scalable Ambient Obscurance”</a></p>
<p><a class="reference external" href="http://graphics.cs.williams.edu/papers/VVSIGGRAPH12/">[Bukowski et al. 2012] “Scalable High-Quality Motion Blur and Ambient Occlusion”</a></p>
<p><a class="reference external" href="https://developer.nvidia.com/gdc-2013">[Bavoil and Jansen 2013] “Particle Shadows & Cache-Efficient Post-Processing”</a></p>
<p><a class="reference external" href="http://research.nvidia.com/publication/lighting-deep-g-buffers-single-pass-layered-depth-images-minimum-separation-applied">[McGuire et al. 2013] “Lighting Deep G-Buffers: Single-Pass, Layered Depth Images with Minimum Separation Applied to Indirect Illumination”</a></p>
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