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10.1145/2534329.2534335acmconferencesArticle/Chapter ViewAbstractPublication PagessiggraphConference Proceedingsconference-collections
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Multi-layer screen-space ambient occlusion using hybrid sampling

Published: 17 November 2013 Publication History

Abstract

Ambient occlusion is a shading method which approximates the global illumination by taking into account attenuation of light due to occlusion[Christensen 2002; Sergey et al. 1998; Andrei et al. 2003]. Screen-space ambient occlusion is a scene-independent improvement which performs the visibility test using depth buffer on GPU in real time. Shanmugam et al. [Shanmugam et al. 2007] proposes a real-time multi-pass hardware assisted ambient occlusion method. The algorithm randomly samples the normal/depth buffer and reconstructs the surface using spheres that can be projected to screen, but has the overocclusion issue. Bavoil et al. [Bavoil et al. 2008] approximates the ambient occlusion illumination using a image-space horizon-based method. However, the scenes will also be overoccluded due to the inconsideration of the layers behind the frontmost one. Moreover, the rough approximation of the geometry occluder makes the shadows lack of rich details. In this paper we propose a new solution to approximate ambient occlusion using a hybrid sampling method of both above methods. The surfaces can be more accurately depicted using spheres and the geometry occluder under the horizon plane can be discarded to address the overocclusion issue. In addition, a multi-layer method is utilized to future alleviate overocclusion using the depth information of all the layers. Experiments show that our algorithm can generate more realistic results for complex scenes with rich details, with comparable performance.

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  • (2021)Stochastic-Depth Ambient OcclusionProceedings of the ACM on Computer Graphics and Interactive Techniques10.1145/34512684:1(1-15)Online publication date: 28-Apr-2021

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      cover image ACM Conferences
      VRCAI '13: Proceedings of the 12th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry
      November 2013
      325 pages
      ISBN:9781450325905
      DOI:10.1145/2534329
      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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      Published: 17 November 2013

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      1. screen space ambient occlusion bucket depth peeling overocclusion horizon angle

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      VRCAI '13 Paper Acceptance Rate 35 of 75 submissions, 47%;
      Overall Acceptance Rate 51 of 107 submissions, 48%

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      • (2021)Stochastic-Depth Ambient OcclusionProceedings of the ACM on Computer Graphics and Interactive Techniques10.1145/34512684:1(1-15)Online publication date: 28-Apr-2021

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