Ray tracing deformable scenes using dynamic bounding volume hierarchies
ACM Transactions on Graphics (TOG)
From obscurances to ambient occlusion: A survey
The Visual Computer: International Journal of Computer Graphics
Understanding the efficiency of ray traversal on GPUs
Proceedings of the Conference on High Performance Graphics 2009
Multi-layer dual-resolution screen-space ambient occlusion
SIGGRAPH 2009: Talks
Proceedings of the Conference on High Performance Graphics
Hemispherical rasterization for self-shadowing of dynamic objects
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Proceedings of the Conference on High Performance Graphics
Real-time stochastic rasterization on conventional GPU architectures
Proceedings of the Conference on High Performance Graphics
High-quality spatio-temporal rendering using semi-analytical visibility
ACM SIGGRAPH 2011 papers
The alchemy screen-space ambient obscurance algorithm
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
T&I engine: traversal and intersection engine for hardware accelerated ray tracing
Proceedings of the 2011 SIGGRAPH Asia Conference
Practical filtering for efficient ray-traced directional occlusion
Proceedings of the 2011 SIGGRAPH Asia Conference
Efficient Depth of Field Rasterization Using a Tile Test Based on Half-Space Culling
Computer Graphics Forum
Technical Section: Analytic ambient occlusion using exact from-polygon visibility
Computers and Graphics
Toward practical real-time photon mapping: efficient GPU density estimation
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
High resolution sparse voxel DAGs
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Screen-space far-field ambient obscurance
Proceedings of the 5th High-Performance Graphics Conference
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Ambient occlusion has proven to be a useful tool for producing realistic images, both in offline rendering and interactive applications. In production rendering, ambient occlusion is typically computed by casting a large number of short shadow rays from each visible point, yielding unparalleled quality but long rendering times. Interactive applications typically use screen-space approximations which are fast but suffer from systematic errors due to missing information behind the nearest depth layer. In this paper, we present two efficient methods for calculating ambient occlusion so that the results match those produced by a ray tracer. The first method is targeted for rasterization-based engines, and it leverages the GPU graphics pipeline for finding occlusion relations between scene triangles and the visible points. The second method is a drop-in replacement for ambient occlusion computation in offline renderers, allowing the querying of ambient occlusion for any point in the scene. Both methods are based on the principle of simultaneously computing the result of all shadow rays for a single receiver point.