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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.


PDF version of presentation at Eurographics Symposium on Rendering (19th of June 2017).



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},

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