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I very recently started learning modern OpenGL. I have implemented a wavefront file loader and a basic ADS shading model. At some point I'd like to implement screen space ambient occlusion. I tried reading on the technique and I understand the concept, but I have trouble understanding the details (i.e. extracting the depth information and reconstructing the positions in space etc.).

Thus the question is, what techniques should I learn/practice before trying to implement the SSAO?

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Why not just ask about the problems you're having with implementing SSAO? –  Tetrad May 6 '12 at 17:06
    
Because at the moment I'm having too many problems, I thought it'd be asking too much. So asking for a few pointers to get me in the right direction seemed more appropriate. –  Grieverheart May 6 '12 at 21:04
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@user1294203: Well, asking about actual problems will get you actual answers. Asking for advice will not. –  Nicol Bolas May 7 '12 at 18:52
    
Thanks, I will be more specific next time. –  Grieverheart May 7 '12 at 20:44
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up vote 1 down vote accepted

Deferred rendering. 90% of what you need to implement SSAO is found in basic deferred rendering algorithms. That's one reason why SSAO is often used by deferred renderers; it's a natural fit.

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