SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
A new simple and efficient antialiasing with subpixel masks
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Efficient algorithms for local and global accessibility shading
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Communications of the ACM
An efficient representation for irradiance environment maps
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Bilateral Filtering for Gray and Color Images
ICCV '98 Proceedings of the Sixth International Conference on Computer Vision
Deformation transfer for triangle meshes
ACM SIGGRAPH 2004 Papers
Shader X5: Advanced Rendering Techniques
Shader X5: Advanced Rendering Techniques
Hardware accelerated ambient occlusion techniques on GPUs
Proceedings of the 2007 symposium on Interactive 3D graphics and games
ACM SIGGRAPH 2007 courses
Image-Based Proxy Accumulation for Real-Time Soft Global Illumination
PG '07 Proceedings of the 15th Pacific Conference on Computer Graphics and Applications
Image-space horizon-based ambient occlusion
ACM SIGGRAPH 2008 talks
Approximating dynamic global illumination in image space
Proceedings of the 2009 symposium on Interactive 3D graphics and games
The alchemy screen-space ambient obscurance algorithm
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
Efficient screen-space approach to high-quality multiscale ambient occlusion
The Visual Computer: International Journal of Computer Graphics
EGWR'01 Proceedings of the 12th Eurographics conference on Rendering
EGGH-HPG'12 Proceedings of the Fourth ACM SIGGRAPH / Eurographics conference on High-Performance Graphics
Ambient Occlusion Using Cone Tracing with Scene Voxelization
SIBGRAPI '12 Proceedings of the 2012 25th SIBGRAPI Conference on Graphics, Patterns and Images
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Current real-time ambient or directional occlusion approximation methods are either screen space or object space based. Both methods suffer from drawbacks such as time incoherence and occlusion popping for screen space methods or loss of detailed occlusion effects caused by geometry simplification for object space methods. We present an algorithm that combines both methods to overcome these drawbacks. To avoid over or underestimations during the combination, we use the Spherical Harmonics representation of the directional occlusion information. We therefore combine "Screen Space Spherical Harmonics Occlusion" (Herholz et al. in VMV, 2012) with "Interactive Voxel Cone Tracing" (CT) (Crassin et al. in Comput. Graph. Forum, 2011). The result is a directional occlusion approximation including both occlusions from distant or not directly visible objects and detailed occlusions effects from fine geometrical structures. To increase the quality of CT for occlusion sampling, we also present several extensions such as view dependent cascaded voxelization and a method for voxel coverage estimation.