Ambient Obsurance Baking on the GPU

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Center for Human Modeling and Simulation
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ambient obsurance
global illumination
GPU
Computer Sciences
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Graphics and Human Computer Interfaces
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Sloan, Peter-Pike
Tranchida, Jason
Chen, Hao
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Abstract

Ambient Occlusion and Ambient Obscurance are coarse approximations to global illumination from ambient lighting, commonly used in film and games. This paper describes a system that computes Ambient Obscurance over the vertices of complex polygon meshes. Novel contributions include pre-processing necessary for “triangle soup” scene representations to minimize artifacts, a compact model for different classes of instanced decorator objects such as trees and shrubs, a compact model for pre-computed visibility to be used on dynamically placed objects, and an approximation to model the occlusion of small decorator objects when ray tracing.

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2013-01-01
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Center for Human Modeling and Simulation
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2023-05-17T12:42:21.000
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SIGGRAPH Asia 2013 was held November 19-22, 2013, in Hong Kong.
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