• DocumentCode
    1372307
  • 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
  • Volume
    30
  • Issue
    1
  • fYear
    2010
  • Firstpage
    70
  • Lastpage
    79
  • 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;
  • fLanguage
    English
  • Journal_Title
    Computer Graphics and Applications, IEEE
  • Publisher
    ieee
  • ISSN
    0272-1716
  • Type

    jour

  • DOI
    10.1109/MCG.2010.19
  • Filename
    5370744