Bokšanský, JakubPospíšil, AdamBittner, JiříMatthias Zwicker and Pedro Sander2017-06-192017-06-192017978-3-03868-045-11727-3463https://doi.org/10.2312/sre.20171192https://diglib.eg.org:443/handle/10.2312/sre20171192Ambient occlusion is one of the commonly used methods to increase visual fidelity in real-time rendering applications. We propose several extensions of the recently introduced volumetric ambient occlusion method. These extensions improve the properties of the methods with a particular focus on the quality vs performance tradeoff and wide applicability in contemporary games. We describe the implementation of the proposed algorithm and its extensions. We implemented the method as a camera effect within the Unity game engine. The results show that our implementation compares favorably with the standard ambient occlusion in Unity both in terms of quality and speed.I.3.3 [Computer Graphics]Picture/Image GenerationLine and curve generationVAO++: Practical Volumetric Ambient Occlusion for Games10.2312/sre.2017119231-39