Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Vicinity Shading for Enhanced Perception of Volumetric Data
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
Ambient Occlusion and Edge Cueing for Enhancing Real Time Molecular Visualization
IEEE Transactions on Visualization and Computer Graphics
Hardware accelerated ambient occlusion techniques on GPUs
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Lattice-Based Volumetric Global Illumination
IEEE Transactions on Visualization and Computer Graphics
GPU-Based Monte-Carlo Volume Raycasting
PG '07 Proceedings of the 15th Pacific Conference on Computer Graphics and Applications
IEEE Transactions on Visualization and Computer Graphics
Approximating dynamic global illumination in image space
Proceedings of the 2009 symposium on Interactive 3D graphics and games
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While realistic illumination significantly improves the visual quality and perception of rendered images, it is often very expensive to compute. In this paper, we propose a new algorithm for embedding a global ambient occlusion computation within the fast sweeping algorithm while determining isosurfaces. With this method we can approximate ambient occlusion for rendering volumetric data with minimal additional cost over fast sweeping. We compare visualizations rendered with our algorithm to visualizations computed with only local shading, and with a ambient occlusion calculation using Monte Carlo sampling method. We also show how this method can be used for approximating low frequency shadows and subsurface scattering.