티스토리 뷰
https://developer.blender.org/D2845
If optimisation is the goal, you should check "Practical Realtime Strategies for Accurate Indirect Occlusion" and do what they do to reduce noise (2 pass bilateral upsampling, lower resolution AO computation etc, temporal smoothing).
http://c0de517e.blogspot.kr/2016/08/activision-siggraph-2016.html
https://github.com/GameTechDev/ASSAO/issues/6
http://blog.selfshadow.com/publications/s2016-shading-course/#course_content
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