Efficient algorithms for local and global accessibility shading
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Precomputing interactive dynamic deformable scenes
ACM SIGGRAPH 2003 Papers
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
Normal mapping for precomputed radiance transfer
I3D '06 Proceedings of the 2006 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
Splatting indirect illumination
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
Ambient occlusion for animated characters
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
High-quality surface splatting on today's GPUs
SPBG'05 Proceedings of the Second Eurographics / IEEE VGTC conference on Point-Based Graphics
Horizon-split ambient occlusion
Proceedings of the 2008 symposium on Interactive 3D graphics and games
Image-space horizon-based ambient occlusion
ACM SIGGRAPH 2008 talks
Hardware Accelerated Per-Texel Ambient Occlusion Mapping
ISVC '08 Proceedings of the 4th International Symposium on Advances in Visual Computing
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
An efficient GPU-based approach for interactive global illumination
ACM SIGGRAPH 2009 papers
ISVC '09 Proceedings of the 5th International Symposium on Advances in Visual Computing: Part I
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Research on shadow map based shadow generation
Edutainment'10 Proceedings of the Entertainment for education, and 5th international conference on E-learning and games
Multi-resolution screen-space ambient occlusion
Proceedings of the 17th ACM Symposium on Virtual Reality Software and Technology
Horizon-based screen-space ambient occlusion using mixture sampling
ACM SIGGRAPH ASIA 2010 Posters
Proceedings of the Conference on High Performance Graphics
Voxel-based global illumination
I3D '11 Symposium on Interactive 3D Graphics and Games
Efficient methods for ambient lighting
Proceedings of the 25th Spring Conference on Computer Graphics
Real-time diffuse global illumination using radiance hints
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
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
Real-time shading with filtered importance sampling
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
Fast soft self-shadowing on dynamic height fields
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
EGSR'09 Proceedings of the Twentieth Eurographics conference on Rendering
Fast global illumination on dynamic height fields
EGSR'09 Proceedings of the Twentieth Eurographics conference on Rendering
Multi-image based photon tracing for interactive global illumination of dynamic scenes
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
EGGH-HPG'12 Proceedings of the Fourth ACM SIGGRAPH / Eurographics conference on High-Performance Graphics
Real-time rendering of massive unstructured raw point clouds using screen-space operators
VAST'11 Proceedings of the 12th International conference on Virtual Reality, Archaeology and Cultural Heritage
Isosurface ambient occlusion and soft shadows with filterable occlusion maps
SPBG'08 Proceedings of the Fifth Eurographics / IEEE VGTC conference on Point-Based Graphics
VG'07 Proceedings of the Sixth Eurographics / Ieee VGTC conference on Volume Graphics
A multidirectional occlusion shading model for direct volume rendering
EuroVis'10 Proceedings of the 12th Eurographics / IEEE - VGTC conference on Visualization
DTI in context: illustrating brain fiber tracts in situ
EuroVis'10 Proceedings of the 12th Eurographics / IEEE - VGTC conference on Visualization
Fast global illumination for interactive volume visualization
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Screen-space far-field ambient obscurance
Proceedings of the 5th High-Performance Graphics Conference
Dual space directional occlusion
The Visual Computer: International Journal of Computer Graphics
Technical Section: Interactive high fidelity visualization of complex materials on the GPU
Computers and Graphics
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
Proceedings of the 18th meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
EGSR '13 Proceedings of the Eurographics Symposium on Rendering
Factorized point based global illumination
EGSR '13 Proceedings of the Eurographics Symposium on Rendering
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We introduce a visually pleasant ambient occlusion approximation running on real-time graphics hardware. Our method is a multi-pass algorithm that separates the ambient occlusion problem into high-frequency, detailed ambient occlusion and low-frequency, distant ambient occlusion domains, both capable of running independently and in parallel. The high-frequency detailed approach uses an image-space method to approximate the ambient occlusion due to nearby occluders caused by high surface detail. The low-frequency approach uses the intrinsic properties of a modern GPU to greatly reduce the search area for large and distant occluders with the help of a low-detail approximated version of the occluder geometry. Our method utilizes the highly parallel, stream processors (GPUs) to perform real-time visually pleasant ambient occlusion. We show that our ambient occlusion approximation works on a wide variety of applications such as molecular data visualization, dynamic deformable animated models, highly detailed geometry. Our algorithm demonstrates scalability and is well-suited for the current and upcoming graphics hardware.