Hardware-accelerated ambient occlusion computation

B. Girod, M. Magnor und H.-P. Seidel (Editoren)
In proceedings of Vision, Modeling, and Visualization 2004, pages 331-338, Akademische Verlagsgesellschaft Aka GmbH, Berlin, Nov. 2004
Präsentiert: The 9th International Fall Workshop Vision, Modeling and Visualisation 2004
 

Abstract

In this paper, we present a novel, hardware-accelerated approach to compute the visibility between surface points and directional light sources. Thus, our method provides a first-order approximation of the rendering equation in graphics hardware. This is done by accumulating depth tests of vertex fragments as seen from a number of light directions. Our method does not need any preprocessing of the scene elements and introduces no memory overhead. Besides of the handling of large polygonal models, it is suitable for deformable or animated objects under time-varying high-dynamic range illumination at interactive frame rates.

Stichwörter: interactive, occlusion, rendering, self-shadowing

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Bibtex

@INPROCEEDINGS{sattler-2004-occlusion,
      author = {Sattler, Mirko and Sarlette, Ralf and Zachmann, Gabriel and Klein, Reinhard},
      editor = {Girod, B. and Magnor, M. and Seidel, H.-P.},
       pages = {331--338},
       title = {Hardware-accelerated ambient occlusion computation},
   booktitle = {Vision, Modeling, and Visualization 2004},
        year = {2004},
       month = nov,
   publisher = {Akademische Verlagsgesellschaft Aka GmbH, Berlin},
    keywords = {interactive, occlusion, rendering, self-shadowing},
    abstract = {In this paper, we present a novel, hardware-accelerated approach to compute the visibility between
                surface points and directional light sources. Thus, our method provides a first-order approximation
                of the rendering equation in graphics hardware. This is done by accumulating depth tests of vertex
                fragments as seen from a number of light directions. Our method does not need any preprocessing of
                the scene elements and introduces no memory overhead. Besides of the handling of large polygonal
                models, it is suitable for deformable or animated objects under time-varying high-dynamic range
                illumination at interactive frame rates.},
        isbn = {3-89838-058-0},
  conference = {The 9th International Fall Workshop Vision, Modeling and Visualisation 2004}
}