Hardware-accelerated ambient occlusion computation

8 years 11 months ago
Hardware-accelerated ambient occlusion computation
In this paper, we present a novel, hardwareaccelerated approach to compute the visibility between surface points and directional light sources. Thus, our method provides a first-order approximation of the rendering equation in graphics hardware. This is done by accumulating depth tests of vertex fragments as seen from a number of light directions. Our method does not need any preprocessing of the scene elements and introduces no memory overhead. Besides of the handling of large polygonal models, it is suitable for deformable or animated objects under time-varying high-dynamic range illumination at interactive frame rates.
Mirko Sattler, Ralf Sarlette, Gabriel Zachmann, Re
Added 31 Oct 2010
Updated 31 Oct 2010
Type Conference
Year 2004
Where VMV
Authors Mirko Sattler, Ralf Sarlette, Gabriel Zachmann, Reinhard Klein
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