Or basically, "Photoshop filters but in games"
Recombined again and again, using these textures to draw just a single screen-space quad
Usually screen-space for real-time instead of 'true' AO
Shadowing around depth discontinuities
Random sampling of kernel around target pixel of depth texture
Output occlusion factor based on how many pass/fail
Multiply color texture by occlusion factor
Previous sobel operator similar, except just multiply by 0 instead of factor!
AKA "Toon" shading
Clamp color to levels of saturation
Sometimes conflated with edge detection
Have bands of saturation
Clamp pixels to whichever band they fit in