A rapid hierarchical radiosity algorithm
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Radiosity and Global Illumination
Radiosity and Global Illumination
Fast, Realistic Lighting for Video Games
IEEE Computer Graphics and Applications
Modeling the interaction of light between diffuse surfaces
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Approximate ambient occlusion for trees
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Is accurate occlusion of glossy reflections necessary?
Proceedings of the 4th symposium on Applied perception in graphics and visualization
Real-Time Illumination of Foliage Using Depth Maps
ICCS '08 Proceedings of the 8th international conference on Computational Science, Part II
An information-theoretic ambient occlusion
Computational Aesthetics'07 Proceedings of the Third Eurographics conference on Computational Aesthetics in Graphics, Visualization and Imaging
Ambient occlusion for animated characters
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Obscurance-based volume rendering framework
SPBG'08 Proceedings of the Fifth Eurographics / IEEE VGTC conference on Point-Based Graphics
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Obscurances are a powerful technique that simulates diffuse illumination, i.e. radiosity, with a much lower cost. Its advantage is based in that it considers only neighbour interactions instead of considering global ones, and in being decoupled from direct illumination computation. In this paper we present an implementation of this technique on a 3D game engine that allows real-time recomputation of obscurances for moving objects. Other extensions to deal with color bleeding and difficult lighting conditions are also discussed.