Efficient algorithms for local and global accessibility shading
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Illumination for computer generated pictures
Communications of the ACM
The triangle processor and normal vector shader: a VLSI system for high performance graphics
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Fast, Realistic Lighting for Video Games
IEEE Computer Graphics and Applications
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Real-time obscurances with color bleeding
SCCG '03 Proceedings of the 19th spring conference on Computer graphics
Hemispherical rasterization for self-shadowing of dynamic objects
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Approximate ambient occlusion for trees
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Generalized wavelet product integral for rendering dynamic glossy objects
ACM SIGGRAPH 2006 Papers
Real-time soft shadows in dynamic scenes using spherical harmonic exponentiation
ACM SIGGRAPH 2006 Papers
Fast approximations for global illumination on dynamic scenes
ACM SIGGRAPH 2006 Courses
ACM Transactions on Graphics (TOG)
Real-time ambient occlusion for dynamic character skins
Proceedings of the 2007 symposium on Interactive 3D graphics and games
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
4D compression and relighting with high-resolution light transport matrices
Proceedings of the 2007 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
Fast approximate ambient occlusion
ACM SIGGRAPH 2007 posters
Compact and efficient generation of radiance transfer for dynamically articulated characters
Proceedings of the 5th international conference on Computer graphics and interactive techniques in Australia and Southeast Asia
Approximating dynamic global illumination in image space
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Multiresolution splatting for indirect illumination
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Precomputation-Based Rendering
Foundations and Trends® in Computer Graphics and Vision
ISVC '09 Proceedings of the 5th International Symposium on Advances in Visual Computing: Part I
ACM SIGGRAPH ASIA 2009 Courses
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Generalised ambient reflection models for lambertian and phong surfaces
ICIP'09 Proceedings of the 16th IEEE international conference on Image processing
Technical Section: Real-time ambient occlusion and halos with Summed Area Tables
Computers and Graphics
Technical Section: Adaptable aging factory for multiple objects and colorations
Computers and Graphics
Proceedings of the Conference on High Performance Graphics
GPU curvature estimation on deformable meshes
I3D '11 Symposium on Interactive 3D Graphics and Games
The alchemy screen-space ambient obscurance algorithm
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
The State of the Art in Interactive Global Illumination
Computer Graphics Forum
An information-theoretic ambient occlusion
Computational Aesthetics'07 Proceedings of the Third Eurographics conference on Computational Aesthetics in Graphics, Visualization and Imaging
Fast soft self-shadowing on dynamic height fields
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
Precomputed radiance transfer for real-time indirect lighting using a spectral mesh basis
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Precomputed radiance transfer for dynamic scenes taking into account light interreflection
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Incremental instant radiosity for real-time indirect illumination
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Ambient occlusion for animated characters
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
High resolution sparse voxel DAGs
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
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 real-time technique for computing inter-object ambient occlusion. For each occluding object, we precompute a field in the surrounding space that encodes an approximation of the occlusion caused by the object. This volumetric information is then used at run-time in a fragment program for quickly determining the shadow cast on the receiving objects. 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 the current graphics hardware.