Ambient obscurance baking on the GPU

  • Authors:
  • Peter-Pike Sloan;Jason Tranchida;Hao Chen;Ladislav Kavan

  • Affiliations:
  • NVIDIA/Activision;Bungie;Bungie;University of Pennsylvania

  • Venue:
  • SIGGRAPH Asia 2013 Technical Briefs
  • Year:
  • 2013

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Abstract

Ambient Occlusion and Ambient Obscurance are coarse approximations to global illumination from ambient lighting, commonly used in film and games. This paper describes a system that computes Ambient Obscurance over the vertices of complex polygon meshes. Novel contributions include pre-processing necessary for "triangle soup" scene representations to minimize artifacts, a compact model for different classes of instanced decorator objects such as trees and shrubs, a compact model for pre-computed visibility to be used on dynamically placed objects, and an approximation to model the occlusion of small decorator objects when ray tracing.