Efficient algorithms for local and global accessibility shading
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Interactive technical illustration
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Proceedings of the 2005 symposium on Interactive 3D graphics and games
I3D '06 Proceedings of the 2006 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
Real-time ambient occlusion for dynamic character skins
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Hardware accelerated ambient occlusion techniques on GPUs
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Accelerating real-time shading with reverse reprojection caching
Proceedings of the 22nd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
ACM SIGGRAPH 2007 courses
A framework for precomputed and captured light transport
ACM Transactions on Graphics (TOG)
Image-Based Proxy Accumulation for Real-Time Soft Global Illumination
PG '07 Proceedings of the 15th Pacific Conference on Computer Graphics and Applications
GI '08 Proceedings of graphics interface 2008
Image-space horizon-based ambient occlusion
ACM SIGGRAPH 2008 talks
ACM SIGGRAPH 2008 Games
Approximating dynamic global illumination in image space
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Ambient occlusion for animated characters
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
ACM SIGGRAPH Asia 2010 papers
GPU curvature estimation on deformable meshes
I3D '11 Symposium on Interactive 3D Graphics and Games
Poisson disk ray-marched ambient occlusion
I3D '11 Symposium on Interactive 3D Graphics and Games
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
EGGH-HPG'12 Proceedings of the Fourth ACM SIGGRAPH / Eurographics conference on High-Performance Graphics
Real-time rendering of massive unstructured raw point clouds using screen-space operators
VAST'11 Proceedings of the 12th International conference on Virtual Reality, Archaeology and Cultural Heritage
Low-Complexity Intervisibility in Height Fields
Computer Graphics Forum
Multi-view ambient occlusion with importance sampling
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Screen-space far-field ambient obscurance
Proceedings of the 5th High-Performance Graphics Conference
Ambient obscurance baking on the GPU
SIGGRAPH Asia 2013 Technical Briefs
EGSR '13 Proceedings of the Eurographics Symposium on Rendering
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Obscurance and Ambient Occlusion (AO) are popular techniques in both film and games that model how ambient light is shadowed. While it is largely a solved problem for static scenes, for dynamic scenes it is still difficult to compute at interactive rates. Recent attempts to compute AO in screen space for dynamic scenes either have poor performance or suffer from under-sampling problems. We formulate the problem as a 3D volumetric integral, which maps more naturally to graphics hardware. This integral can be solved using line samples to improve the under-sampling problems that plague other techniques. Following the idea of line integrals to its logical conclusion, we show results using area samples that use a simple statistical model of the depth buffer that allows us to use a single sample. We also discuss strategies for generating point, line, and area sample patterns along with ways to incorporate the surface normal into the volume obscurance calculation.