Screen Space Indirect Lighting with Visibility Bitmask: Improvement to GTAO/SSAO Real-Time Ambient Occlusion Algorithm (GLSL Shader Implementation)
Been researching real-time indirect lighting and global illumination techniques recently, and was most interested in simpler methods that did not require extensive pre-computation steps. Evaluating indirect light in screen space is an obvious choice here, since it can be fully dynamic, and the performance cost is essentially fixed