Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Toward Accurate Recovery of Shape from Shading Under Diffuse Lighting
IEEE Transactions on Pattern Analysis and Machine Intelligence
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
A reflectance model for computer graphics
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Casting curved shadows on curved surfaces
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Physically Based Rendering: From Theory to Implementation
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Proceedings of the 2005 symposium on Interactive 3D graphics and games
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Real-time soft shadows in dynamic scenes using spherical harmonic exponentiation
ACM SIGGRAPH 2006 Papers
Image enhancement by unsharp masking the depth buffer
ACM SIGGRAPH 2006 Papers
RenderMan in production at WDFA
ACM SIGGRAPH 2006 Courses
Hardware accelerated ambient occlusion techniques on GPUs
Proceedings of the 2007 symposium on Interactive 3D graphics and games
ACM SIGGRAPH 2007 courses
Non-interleaved deferred shading of interleaved sample patterns
GH '06 Proceedings of the 21st ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Image-space horizon-based ambient occlusion
ACM SIGGRAPH 2008 talks
ACM SIGGRAPH 2008 Games
Imperfect shadow maps for efficient computation of indirect illumination
ACM SIGGRAPH Asia 2008 papers
Ambient occlusion for animated characters
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
An efficient GPU-based approach for interactive global illumination
ACM SIGGRAPH 2009 papers
Multi-layer dual-resolution screen-space ambient occlusion
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Perceptual influence of approximate visibility in indirect illumination
ACM Transactions on Applied Perception (TAP)
Real-time horizon-based reflection occlusion
ACM SIGGRAPH ASIA 2009 Sketches
Real-time global illumination for dynamic scenes
ACM SIGGRAPH 2009 Courses
ISVC '09 Proceedings of the 5th International Symposium on Advances in Visual Computing: Part I
ACM SIGGRAPH ASIA 2009 Courses
Spatio-temporal upsampling on the GPU
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Cascaded light propagation volumes for real-time indirect illumination
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
A deferred shading pipeline for real-time indirect illumination
ACM SIGGRAPH 2010 Talks
Technical Section: Real-time ambient occlusion and halos with Summed Area Tables
Computers and Graphics
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ACM SIGGRAPH Asia 2010 papers
Technical Section: Example-based interactive illustration of multi-field datasets
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Voxel-based global illumination
I3D '11 Symposium on Interactive 3D Graphics and Games
I3D '11 Symposium on Interactive 3D Graphics and Games
Efficient methods for ambient lighting
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Real-time diffuse global illumination using radiance hints
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
The alchemy screen-space ambient obscurance algorithm
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
Screen space spherical harmonics occlusion (S3HO) sampling
ACM SIGGRAPH 2011 Posters
Spatio-Temporal Filtering of Indirect Lighting for Interactive Global Illumination
Computer Graphics Forum
The State of the Art in Interactive Global Illumination
Computer Graphics Forum
ACM SIGGRAPH 2012 Courses
Guided image filtering for interactive high-quality global illumination
EGSR'11 Proceedings of the Twenty-second Eurographics conference on Rendering
Fast global illumination on dynamic height fields
EGSR'09 Proceedings of the Twentieth Eurographics conference on Rendering
Real-time concurrent linked list construction on the GPU
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Multi-image based photon tracing for interactive global illumination of dynamic scenes
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
Low-Complexity Intervisibility in Height Fields
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Efficient shading of indirect illumination applying reflective shadow maps
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Multi-view ambient occlusion with importance sampling
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
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Instant convolution shadows for volumetric detail mapping
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ACM SIGGRAPH 2013 Courses
Dual space directional occlusion
The Visual Computer: International Journal of Computer Graphics
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LightSkin: real-time global illumination for virtual and mixed reality
JVRC '13 Proceedings of the 5th Joint Virtual Reality Conference
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Physically plausible illumination at real-time framerates is often achieved using approximations. One popular example is ambient occlusion (AO), for which very simple and efficient implementations are used extensively in production. Recent methods approximate AO between nearby geometry in screen space (SSAO). The key observation described in this paper is, that screen-space occlusion methods can be used to compute many more types of effects than just occlusion, such as directional shadows and indirect color bleeding. The proposed generalization has only a small overhead compared to classic SSAO, approximates direct and one-bounce light transport in screen space, can be combined with other methods that simulate transport for macro structures and is visually equivalent to SSAO in the worst case without introducing new artifacts. Since our method works in screen space, it does not depend on the geometric complexity. Plausible directional occlusion and indirect lighting effects can be displayed for large and fully dynamic scenes at real-time frame rates.