Efficient algorithms for local and global accessibility shading
SIGGRAPH '94 Proceedings of the 21st 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
A Reflectance Model for Computer Graphics
ACM Transactions on Graphics (TOG)
Fast, Realistic Lighting for Video Games
IEEE Computer Graphics and Applications
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Fast and detailed approximate global illumination by irradiance decomposition
ACM SIGGRAPH 2005 Papers
Image enhancement by unsharp masking the depth buffer
ACM SIGGRAPH 2006 Papers
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
ACM SIGGRAPH 2007 courses
ACM SIGGRAPH 2008 Games
Approximating dynamic global illumination in image space
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Multi-layer dual-resolution screen-space ambient occlusion
SIGGRAPH 2009: Talks
Volumetric Ambient Occlusion for Real-Time Rendering and Games
IEEE Computer Graphics and Applications
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
Proceedings of the Conference on High Performance Graphics
Two methods for fast ray-cast ambient occlusion
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
EGGH-HPG'12 Proceedings of the Fourth ACM SIGGRAPH / Eurographics conference on High-Performance Graphics
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
Dual space directional occlusion
The Visual Computer: International Journal of Computer Graphics
EGSR '13 Proceedings of the Eurographics Symposium on Rendering
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Ambient obscurance (AO) produces perceptually important illumination effects such as darkened corners, cracks, and wrinkles; proximity darkening; and contact shadows. We present the AO algorithm from the Alchemy engine used at Vicarious Visions in commercial games. It is based on a new derivation of screen-space obscurance for robustness, and the insight that a falloff function can cancel terms in a visibility integral to favor efficient operations. Alchemy creates contact shadows that conform to surfaces, captures obscurance from geometry of varying scale, and provides four intuitive appearance parameters: world-space radius and bias, and aesthetic intensity and contrast. The algorithm estimates obscurance at a pixel from sample points read from depth and normal buffers. It processes dynamic scenes at HD 720p resolution in about 4.5 ms on Xbox 360 and 3 ms on NVIDIA GeForce580.