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Screen-space far-field ambient obscurance

Published: 19 July 2013 Publication History

Abstract

Ambient obscurance (AO) is an effective approximation of global illumination, and its screen-space (SSAO) versions that operate on depth buffers only are widely used in real-time applications. We present an SSAO method that allows the obscurance effect to be determined from the entire depth buffer for each pixel. Our contribution is two-fold: Firstly, we build an obscurance estimator that accurately converges to ray traced reference results on the same screen-space geometry. Secondly, we generate an intermediate representation of the depth field which, when sampled, gives local peaks of the geometry from the point of view of the receiver. Only a small number of such samples are required to capture AO effects without undersampling artefacts that plague previous methods. Our method is unaffected by the radius of the AO effect or by the complexity of the falloff function and produces results within a few percent of a ray traced screen-space reference at constant real-time frame rates.

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References

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Cited By

View all
  • (2019)Real-Time Cloth Rendering with Fiber-Level DetailIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2017.273194925:2(1297-1308)Online publication date: 1-Feb-2019
  • (2018)Learning real-time ambient occlusion from distance representationsProceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games10.1145/3190834.3190847(1-9)Online publication date: 15-May-2018
  • (2017)Solid Angle Based Ambient Obscurance in Image SpaceAugmented Reality, Virtual Reality, and Computer Graphics10.1007/978-3-319-60928-7_31(350-368)Online publication date: 8-Jun-2017

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  1. Screen-space far-field ambient obscurance

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    Published In

    cover image ACM Conferences
    HPG '13: Proceedings of the 5th High-Performance Graphics Conference
    July 2013
    149 pages
    ISBN:9781450321358
    DOI:10.1145/2492045
    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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    New York, NY, United States

    Publication History

    Published: 19 July 2013

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    Author Tags

    1. ambient occlusion
    2. screen space

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    HPG '13
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    HPG '13: High Performance Graphics
    July 19 - 21, 2013
    California, Anaheim

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    HPG '13 Paper Acceptance Rate 15 of 44 submissions, 34%;
    Overall Acceptance Rate 15 of 44 submissions, 34%

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    View all
    • (2019)Real-Time Cloth Rendering with Fiber-Level DetailIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2017.273194925:2(1297-1308)Online publication date: 1-Feb-2019
    • (2018)Learning real-time ambient occlusion from distance representationsProceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games10.1145/3190834.3190847(1-9)Online publication date: 15-May-2018
    • (2017)Solid Angle Based Ambient Obscurance in Image SpaceAugmented Reality, Virtual Reality, and Computer Graphics10.1007/978-3-319-60928-7_31(350-368)Online publication date: 8-Jun-2017

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