Title :
Volumetric Ambient Occlusion for Real-Time Rendering and Games
Author :
Szirmay-Kalos, L. ; Umenhoffer, T. ; Toth, Brenda ; Szecsi, L. ; Sbert, Mateu
Author_Institution :
Budapest Univ. of Technol. & Econ., Budapest, Hungary
Abstract :
This new algorithm, based on GPUs, can compute ambient occlusion to inexpensively approximate global-illumination effects in real-time systems and games. The first step in deriving this algorithm is to examine how ambient occlusion relates to the physically founded rendering equation. The correspondence stems from a fuzzy membership function that defines what constitutes nearby occlusions. The next step is to develop a method to calculate ambient occlusion in real time without precomputation. The algorithm is based on a novel interpretation of ambient occlusion that measures the relative volume of the visible part of the surface´s tangent sphere. The new formula´s integrand has low variation and thus can be estimated accurately with a few samples.
Keywords :
computational geometry; fuzzy set theory; real-time systems; rendering (computer graphics); GPU; fuzzy membership function; games; global-illumination effects; physically founded rendering equation; real-time rendering; real-time systems; surface tangent sphere; volumetric ambient occlusion; Computational efficiency; Economic forecasting; Equations; Image quality; Layout; Light sources; Lighting; Particle measurements; Real time systems; Rendering (computer graphics); GPU; computer graphics; graphics and multimedia; importance sampling; obscurance; volumetric ambient occlusion;
Journal_Title :
Computer Graphics and Applications, IEEE
DOI :
10.1109/MCG.2010.19