Real-Time Ambient Occlusion on the Playstation3

Dominic Goulding, Richard Sawdon Smith, Lee Anna Clark, Gary Ushaw, Graham Morgan · 2012

This paper describes how to implement ambient occlusion effects on the Playstation3 (PS3) while alleviating processing demands on the GPU. The solutions proposed here are implementations that utilize the parallel processing available on the PS3’s synergistic processing units (SPUs). Two well-known ambient occlusion techniques are evaluated as candidate solutions for PS3 SPU implementations.

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