Illumination for computer generated pictures
Communications of the ACM
Least squares conformal maps for automatic texture atlas generation
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Seamster: inconspicuous low-distortion texture seam layout
Proceedings of the conference on Visualization '02
The Cg Tutorial: The Definitive Guide to Programmable Real-Time Graphics
The Cg Tutorial: The Definitive Guide to Programmable Real-Time Graphics
Fundamentals of spherical parameterization for 3D meshes
ACM SIGGRAPH 2003 Papers
Local, deformable precomputed radiance transfer
ACM SIGGRAPH 2005 Papers
Digital Image Processing (3rd Edition)
Digital Image Processing (3rd Edition)
OpenGL(R) Shading Language (2nd Edition)
OpenGL(R) Shading Language (2nd Edition)
Advanced Global Illumination
Advanced Graphics Programming Using OpenGL (The Morgan Kaufmann Series in Computer Graphics)
Advanced Graphics Programming Using OpenGL (The Morgan Kaufmann Series in Computer Graphics)
The COMPLETE Effect and HLSL Guide
The COMPLETE Effect and HLSL Guide
Hardware accelerated ambient occlusion techniques on GPUs
Proceedings of the 2007 symposium on Interactive 3D graphics and games
ACM SIGGRAPH 2007 courses
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Ambient occlusion models the appearance of objects under indirect illumination. This effect can be combined with local lighting models to improve the real-time rendering of surfaces. We present a hardware-accelerated approach to precomputing ambient occlusion maps which can be applied at runtime using conventional texture mapping. These maps represent mesh self-occlusion computed on a per-texel basis. Our approach is to transform the computation into an image histogram problem, and to use point primitives to achieve memory scatter when accumulating the histogram. Results are presented for multiple meshes and computation time is compared with a popular alternative GPU-based technique.