Efficient algorithms for local and global accessibility shading
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Matrix computations (3rd ed.)
Fast, Realistic Lighting for Video Games
IEEE Computer Graphics and Applications
Precomputing interactive dynamic deformable scenes
ACM SIGGRAPH 2003 Papers
Real-time obscurances with color bleeding
SCCG '03 Proceedings of the 19th spring conference on Computer graphics
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Precomputed shadow fields for dynamic scenes
ACM SIGGRAPH 2005 Papers
Hemispherical rasterization for self-shadowing of dynamic objects
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
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
Approximating dynamic global illumination in image space
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Precomputation-Based Rendering
Foundations and Trends® in Computer Graphics and Vision
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
GPU curvature estimation on deformable meshes
I3D '11 Symposium on Interactive 3D Graphics and Games
Efficient methods for ambient lighting
Proceedings of the 25th Spring Conference on Computer Graphics
The State of the Art in Interactive Global Illumination
Computer Graphics Forum
Technical Section: Analytic ambient occlusion using exact from-polygon visibility
Computers and Graphics
An information-theoretic ambient occlusion
Computational Aesthetics'07 Proceedings of the Third Eurographics conference on Computational Aesthetics in Graphics, Visualization and Imaging
Large-scale data management for PRT-based real-time rendering of dynamically skinned models
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Multi-layer screen-space ambient occlusion using hybrid sampling
Proceedings of the 12th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry
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We present a novel technique for approximating ambient occlusion of animated objects. Our method automatically determines the correspondence between animation parameters and per-vertex ambient occlusion using a set of reference poses as its input. Then, at runtime, the ambient occlusion is approximated by taking a dot product between the current animation parameters and static per-vertex coefficients. According to our results, both the computational and storage requirements are low enough for the technique to be directly applicable to computer games running on current graphics hardware. The resulting images are also significantly more realistic than the commonly used static ambient occlusion solutions.