Shoutout @oli3012 for the accompanying article to go with the paper: "Screen Space Indirect Lighting with Visibility Bitmask"
https://cdrinmatane.github.io/posts/ssaovb-code/
https://arxiv.org/abs/2301.11376

Consider me converted to bitmasks, I have seen the light 😉 Great results, highly recommend

SSAO using Visibility Bitmasks

We recently released the paper Screen Space Indirect Lighting with Visibility Bitmask, a rendering technique based on GTAO that replaces the two horizon angles by a bit field representing the binary state (occluded / un-occluded) of N sectors uniformly distributed around the hemisphere slice. It allows light to pass behind surfaces of constant thickness while keeping the efficiency of horizon-based methods. In this post, we share some code to make it easier to implement in 3D applications and clarify some details from the paper.

@longbool @oli3012 Yeah it's a great paper. I wonder if any games have already implemented this.
@anji @oli3012 At least one as of today 🙂