Center for Human Modeling and Simulation
Document Type
Conference Paper
Date of this Version
2013
Publication Source
SIGGRAPH Asia 2013 Technical Briefs (SA '13)
Start Page
Article No. 32
DOI
10.1145/2542355.2542395
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.
Copyright/Permission Statement
© 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.
Keywords
ambient obsurance, global illumination, GPU
Recommended Citation
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
Comments
SIGGRAPH Asia 2013 was held November 19-22, 2013, in Hong Kong.