Date of this Version
SIGGRAPH Asia 2013 Technical Briefs (SA '13)
Article No. 32
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.
© Sloan al et. 2013. This is the author's version of the work. It is posted here for your personal use. Not for redistribution. The definitive Version of Record was published in SA '13 , November 19-22 2013. http://dx.doi.org/10.1145/2542355.2542395.
ambient obsurance, global illumination, GPU
Sloan, P., Tranchida, J., Chen, H., & Kavan, L. (2013). Ambient Obsurance Baking on the GPU. SIGGRAPH Asia 2013 Technical Briefs (SA '13), Article No. 32-. http://dx.doi.org/10.1145/2542355.2542395
Date Posted: 13 January 2016