Exploiting temporal coherence in real-time rendering
ACM SIGGRAPH ASIA 2010 Courses
Efficient methods for ambient lighting
Proceedings of the 25th Spring Conference on Computer Graphics
The alchemy screen-space ambient obscurance algorithm
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
The State of the Art in Interactive Global Illumination
Computer Graphics Forum
ACM SIGGRAPH 2012 Courses
Technical Section: Analytic ambient occlusion using exact from-polygon visibility
Computers and Graphics
EGGH-HPG'12 Proceedings of the Fourth ACM SIGGRAPH / Eurographics conference on High-Performance Graphics
Temporal Coherence Methods in Real-Time Rendering
Computer Graphics Forum
ACM SIGGRAPH 2013 Courses
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This new algorithm, based on GPUs, can compute ambient occlusion to inexpensively approximate global-illumination effects in real-time systems and games. The first step in deriving this algorithm is to examine how ambient occlusion relates to the physically founded rendering equation. The correspondence stems from a fuzzy membership function that defines what constitutes nearby occlusions. The next step is to develop a method to calculate ambient occlusion in real time without precomputation. The algorithm is based on a novel interpretation of ambient occlusion that measures the relative volume of the visible part of the surface's tangent sphere. The new formula's integrand has low variation and thus can be estimated accurately with a few samples.