> For the complete documentation index, see [llms.txt](https://ark-kra.gitbook.io/vbao/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://ark-kra.gitbook.io/vbao/vbao-docs.md).

# VBAO Docs

## Overview

VBAO is a high-performance ambient occlusion plugin for Unreal Engine 5. \
It is based on the **Visibility Bitmask** algorithm, which serves as an advanced, modernized alternative to traditional GTAO.

<div data-with-frame="true"><figure><img src="https://718460317-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FzNZEFVQXb2ZH9t5rU8WU%2Fuploads%2FrsB7NG02Y81j7mVvRvdF%2F321.jpg?alt=media&amp;token=ae564302-e6f4-496b-b687-b8d10b3a8e44" alt=""><figcaption></figcaption></figure></div>

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## How It Works?

Based on the research paper: <https://arxiv.org/abs/2301.11376>

Instead of utilizing traditional ray marching to determine if a point is occluded, the Visibility Bitmask algorithm divides the hemisphere above a surface into discrete angular sectors. \
As it samples the surrounding geometry, it sets "bits" in a bitmask to indicate whether a specific direction is blocked by an object.

<div data-with-frame="true"><figure><img src="https://718460317-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FzNZEFVQXb2ZH9t5rU8WU%2Fuploads%2FVXzyRav2tsBYSheDXbG5%2Fimage.png?alt=media&amp;token=2659b2a5-235d-40e3-ae30-e05291edd80e" alt="" width="375"><figcaption></figcaption></figure></div>

By analyzing this bitmask, the algorithm can rapidly compute how much ambient light is blocked. \
This approach avoids many of the common visual artifacts associated with older SSAO/GTAO techniques, provides superior multi-layer occlusion, and allows for highly efficient temporal noise reduction. The result is a richer, more physically plausible shading effect.

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