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Great idea! AFAIK, the only "serious" literature we have on the subject is the GPU Gems series, although it's pretty outdated now and I suspect a lot of other great resources have emerged since my time.

I'll take this opportunity for a shameless plug of one of my articles [1] with some musings that may be relevant and/or interesting to read and know.

[1]: http://gamedevelopment.tutsplus.com/articles/the-end-of-fixe...




Wow great article. I learned about the difference between Ambient Occlusion rendering techniques: Screen Space Ambien Occlusion (SSAO) and Horizon-Based Ambient Occlusion (HBAO).




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