Screen space ambient occlusion

Miscellaneous Forums/Blitz Showcase/Screen space ambient occlusion

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So is there a pre-processing stage to this at all or is the effect entirely run-time? I mean I realize it's dynamic, but is it along the same lines as Precomputed Radiance Transfer where you precalculate some information, store it either in a texture or in vertex data, and then combine that with the lighting information dynamically to get the scene lighting or do you only do dynamic calculation without any information stored in textures or vertex data.

Just trying to get a feel for how much data (if any) is precomputed and therefore how much extra data you've got to distribute.