The approximation power of moving least-squares
Mathematics of Computation
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Precomputing interactive dynamic deformable scenes
ACM SIGGRAPH 2003 Papers
Triple product wavelet integrals for all-frequency relighting
ACM SIGGRAPH 2004 Papers
Interpolating and approximating implicit surfaces from polygon soup
ACM SIGGRAPH 2004 Papers
Proceedings of the 2005 symposium on Interactive 3D graphics and games
ACM SIGGRAPH 2005 Papers
Performance animation from low-dimensional control signals
ACM SIGGRAPH 2005 Papers
Fast and detailed approximate global illumination by irradiance decomposition
ACM SIGGRAPH 2005 Papers
Local, deformable precomputed radiance transfer
ACM SIGGRAPH 2005 Papers
Approximate ambient occlusion for trees
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Compression of motion capture databases
ACM SIGGRAPH 2006 Papers
Real-time soft shadows in dynamic scenes using spherical harmonic exponentiation
ACM SIGGRAPH 2006 Papers
Ambient occlusion for animated characters
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
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
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
GPU curvature estimation on deformable meshes
I3D '11 Symposium on Interactive 3D Graphics and Games
Technical Section: Analytic ambient occlusion using exact from-polygon visibility
Computers and Graphics
Large-scale data management for PRT-based real-time rendering of dynamically skinned models
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Hi-index | 0.00 |
We present a single-pass hardware accelerated method to reconstruct compressed ambient occlusion values in real-time on dynamic character skins. This method is designed to work with meshes that are deforming based on a low-dimensional set of parameters, as in character animation. The inputs to our method are rendered ambient occlusion values at the vertices of a mesh deformed into various poses, along with the corresponding degrees of freedom of those poses. The algorithm uses k-means clustering to group the degrees of freedom into a small number of pose clusters. Because the pose variation in a cluster is small, our method can define a low-dimensional pose representation using principal component analysis. Within each cluster, we approximate ambient occlusion as a linear function in the reduced-dimensional representation. When drawing the character, our method uses moving least squares to blend the reconstructed ambient occlusion values from a small number of pose clusters. This technique offers significant memory savings over storing uncompressed values, and can generate plausible ambient occlusion values for poses not seen in training. Because we are using linear functions our output is smooth, fast to evaluate, and easy to implement in a vertex or fragment shader.