|Session Name||Ambient Occlusion Fields and Decals in Infamous 2|
|Company Name(s)||Sucker Punch Productions|
|Track / Format||Programming|
Standard methods for ambient occlusion in games are either fully precomputed - baking AO onto vertices or lightmaps - or fully dynamic, i.e. SSAO. Both are useful, but we complement them with a hybrid approach that avoids some weaknesses of baked AO and SSAO. We present AO Fields and AO Decals, a pair of techniques developed for Sucker Punch's recent game Infamous 2. These render plausible contact shadows and self-occlusion for movable objects; rendering is fast, and only a few kilobytes per unique object are needed for precomputed data.