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Optimized screen-space ambient occlusion in mobile devices

Published: 22 July 2016 Publication History

Abstract

Screen space ambient occlusion is a popular dynamic global illumination technique that has seen widespread adoption in PC computer games and other applications due to its simplicity, scalability, and ability to be integrated with other techniques. Mobile platforms, however, have traditionally been unable to run screen space ambient occlusion and other global illumination techniques in real-time, forcing developers to bake most of the illumination as a consequence. In this paper, we analyze the technical aspects involved in porting Ambient Occlusion to mobile devices and propose an optimized pipeline that is able to improve Ambient Occlusion calculation in OpenGL-based pipelines. We demonstrate our optimizations by applying them to four popular techniques: Crytek, Starcraft, Alchemy, and Horizon-Based Ambient Occlusion.

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Cited By

View all
  • (2018)Screen Space Ambient Occlusion Based Multiple Importance Sampling for Real-Time Rendering3D Research10.1007/s13319-017-0152-99:1(1-17)Online publication date: 1-Mar-2018
  • (2017)Mobile graphicsProceedings of the European Association for Computer Graphics: Tutorials10.2312/egt.20171032(1-5)Online publication date: 24-Apr-2017
  • (2016)Fast Soft Shadow with Screen Space Ambient Occlusion for Real Time RenderingProceedings of the Mediterranean Conference on Pattern Recognition and Artificial Intelligence10.1145/3038884.3038896(71-77)Online publication date: 22-Nov-2016

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cover image ACM Conferences
Web3D '16: Proceedings of the 21st International Conference on Web3D Technology
July 2016
173 pages
ISBN:9781450344289
DOI:10.1145/2945292
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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Publication History

Published: 22 July 2016

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Author Tags

  1. ambient occlusion
  2. global illumination
  3. mobile rendering
  4. rendering pipeline

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Overall Acceptance Rate 27 of 71 submissions, 38%

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Cited By

View all
  • (2018)Screen Space Ambient Occlusion Based Multiple Importance Sampling for Real-Time Rendering3D Research10.1007/s13319-017-0152-99:1(1-17)Online publication date: 1-Mar-2018
  • (2017)Mobile graphicsProceedings of the European Association for Computer Graphics: Tutorials10.2312/egt.20171032(1-5)Online publication date: 24-Apr-2017
  • (2016)Fast Soft Shadow with Screen Space Ambient Occlusion for Real Time RenderingProceedings of the Mediterranean Conference on Pattern Recognition and Artificial Intelligence10.1145/3038884.3038896(71-77)Online publication date: 22-Nov-2016

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