Transparency and Antialiasing Algorithms Implemented with the Virtual Pixel Maps Technique
IEEE Computer Graphics and Applications
Fast, Realistic Lighting for Video Games
IEEE Computer Graphics and Applications
TexMol: Interactive Visual Exploration of Large Flexible Multi-Component Molecular Complexes
VIS '04 Proceedings of the conference on Visualization '04
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Fast and detailed approximate global illumination by irradiance decomposition
ACM SIGGRAPH 2005 Papers
Approximate ambient occlusion for trees
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
Ambient Occlusion and Edge Cueing for Enhancing Real Time Molecular Visualization
IEEE Transactions on Visualization and Computer Graphics
Hardware accelerated ambient occlusion techniques on GPUs
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Single-pass GPU solid voxelization for real-time applications
GI '08 Proceedings of graphics interface 2008
Image-space horizon-based ambient occlusion
ACM SIGGRAPH 2008 talks
Efficient depth peeling via bucket sort
Proceedings of the Conference on High Performance Graphics 2009
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Fast soft shadow by depth peeling
ACM SIGGRAPH 2010 Posters
Ambient occlusion for animated characters
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
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Ambient occlusion is a shading method which approximates the global illumination by taking into account attenuation of light due to occlusion[Christensen 2002; Sergey et al. 1998; Andrei et al. 2003]. Screen-space ambient occlusion is a scene-independent improvement which performs the visibility test using depth buffer on GPU in real time. Shanmugam et al. [Shanmugam et al. 2007] proposes a real-time multi-pass hardware assisted ambient occlusion method. The algorithm randomly samples the normal/depth buffer and reconstructs the surface using spheres that can be projected to screen, but has the overocclusion issue. Bavoil et al. [Bavoil et al. 2008] approximates the ambient occlusion illumination using a image-space horizon-based method. However, the scenes will also be overoccluded due to the inconsideration of the layers behind the frontmost one. Moreover, the rough approximation of the geometry occluder makes the shadows lack of rich details. In this paper we propose a new solution to approximate ambient occlusion using a hybrid sampling method of both above methods. The surfaces can be more accurately depicted using spheres and the geometry occluder under the horizon plane can be discarded to address the overocclusion issue. In addition, a multi-layer method is utilized to future alleviate overocclusion using the depth information of all the layers. Experiments show that our algorithm can generate more realistic results for complex scenes with rich details, with comparable performance.