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title: Corners Don&#x27;t Look Like That: Regarding Screenspace...
description: A photographic investigation into whether screenspace ambient occlusion (SSAO) accurately represents real-world corner lighting. The author took calibrated...
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# Corners Don't Look Like That: Regarding Screenspace Ambient Occlusion

**[Hacker News](https://daily.dev/sources/hn)** · 15 min read · 0 upvotes · 0 comments

## Summary

A photographic investigation into whether screenspace ambient occlusion (SSAO) accurately represents real-world corner lighting. The author took calibrated photographs of room corners under various lighting conditions, sampled pixel brightness values across edges, and graphed the results. The findings show that real-world corner darkening is subtle, often barely measurable, and frequently what appears to be corner darkening is actually a perceptual Mach banding effect or the result of soft shadows rather than true ambient occlusion. The author argues that SSAO implementations typically over-darken concave corners, producing unrealistic results, and that the only time strong edge-darkening occurs in reality is when the facing surface is already darkened by another cause like a soft shadow.

## Full article

daily.dev links to this article rather than hosting it. Read it at the original source: <https://nothings.org/gamedev/ssao>

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Tags: [#game-development](https://daily.dev/tags/game-development), [#graphics-programming](https://daily.dev/tags/graphics-programming)

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