SSAO and Deferred Rendering in XNA
This is my implementation of Screen Space Ambient Occlusion and Deferred rendering in XNA and HLSL. The SSAO technique employed is based on Crytek's Crysis SSAO shader and the article in Wolfgang Engel's book, ShaderX 7.<br/> <br/> The application renders the scene depth, pixel colour and pixel normal value into textures in one shader using multiple render targets. The SSAO term is then calculated from the depth texture, and lighting is calculated from the depth and normal textures.<br/> <br/> These are then combined into the final image of the scene.