Project Wilberforce

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VAO++: Practical Volumetric Ambient Occlusion for Games

Jakub Bokšanský, Adam Pospíšil and Jiří Bittner


Downloadable PDF version of paper here.
Preprint for Eurographics Symposium on Rendering - Experimental Ideas & Implementation (2017)


Ambient 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.



crossref = {EGSR-Experimental_Ideas_Implementations-proc},
title = {{VAO++: Practical Volumetric Ambient Occlusion for Games}},
author = {Jakub Bokšanský and Adam Pospíši­l and Jiří Bittner},
pages = {031-039},
year = {2017},
note = {\httpAddr{}},
DOI = {10.2312/sre.20171192},

Our implementation

Implementation as Unity plugin is available as a free demo or on the Asset Store.

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