ssao

Add screen-space ambient occlusion with blur and composite passes to SDL3 GPU applications.

Updated Aug 27, 2026
One-click install
npx skills add https://github.com/RosyGameStudio/forge-gpu --skill ssao
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: ssao
Source: https://github.com/RosyGameStudio/forge-gpu/tree/main/.claude/skills/ssao
Command: npx skills add https://github.com/RosyGameStudio/forge-gpu --skill ssao

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve?

This Skill enhances the visual fidelity of 3D applications by adding realistic contact shadows in crevices and corners, making scenes appear more grounded and detailed.

Core Features & Use Cases

  • Screen-Space Ambient Occlusion (SSAO): Implements hemisphere-kernel SSAO for contact shadows.
  • Multi-Pass Rendering: Utilizes separate passes for SSAO calculation, blurring, and compositing.
  • Use Case: Integrate SSAO into your SDL3 GPU application to give depth and realism to environments, especially in areas where objects meet or in intricate geometric details.

Quick Start

Integrate SSAO into your SDL3 GPU application by adding view-normal output to your geometry pass and setting up three additional fullscreen-quad pipelines for SSAO, blur, and composite passes.

Frequently Asked Questions about ssao

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I add screen-space ambient occlusion to an SDL3 GPU application?

To add screen-space ambient occlusion (SSAO) to an SDL3 GPU application, you must output view-space normals and a depth buffer from your geometry pass, then implement separate fullscreen-quad pipelines for SSAO calculation, blur, and composite passes.

What is hemisphere-kernel sampling for SSAO?

Hemisphere-kernel sampling for SSAO is a technique used to calculate contact shadows by sampling view-space normals and depth buffers, generating ambient occlusion factors that add realistic shadows to crevices and corners in 3D scenes.

Do I need view-space normals to implement SSAO in SDL3?

Yes, implementing SSAO in SDL3 requires view-space normals and a depth buffer generated from your geometry pass. These are essential inputs for the hemisphere-kernel sampling used to calculate accurate ambient occlusion factors.

What rendering passes are required for SSAO compositing?

SSAO compositing requires three specific rendering passes: a calculation pass for the ambient occlusion factor, a blur pass to smooth the results, and a composite pass to blend the occlusion with your scene color.

Can I use multiple render targets for SSAO in a 3D graphics pipeline?

Yes, this SSAO implementation uses multiple render targets to simultaneously output scene color, view-space normals, and ambient occlusion factors during the geometry pass to efficiently support the multi-pass rendering pipeline.

Why does my 3D scene lack contact shadows in crevices and corners?

Your 3D scene lacks contact shadows because it is missing screen-space ambient occlusion (SSAO). Adding SSAO calculates how exposed each point is to ambient lighting, grounding objects and adding realistic depth to intricate geometric details.