Volumetric obscurance

9 years 6 months ago
Volumetric obscurance
Obscurance and Ambient Occlusion (AO) are popular techniques in both film and games that model how ambient light is shadowed. While it is largely a solved problem for static scenes, for dynamic scenes it is still difficult to compute at interactive rates. Recent attempts to compute AO in screen space for dynamic scenes either have poor performance or suffer from under-sampling problems. We formulate the problem as a 3D volumetric integral, which maps more naturally to graphics hardware. This integral can be solved using line samples to improve the under-sampling problems that plague other techniques. Following the idea of line integrals to its logical conclusion, we show results using area samples that use a simple statistical model of the depth buffer that allows us to use a single sample. We also discuss strategies for generating point, line, and area sample patterns along with ways to incorporate the surface normal into the volume obscurance calculation. CR Categories: I.3.3 [Pic...
Bradford James Loos, Peter-Pike Sloan
Added 17 May 2010
Updated 17 May 2010
Type Conference
Year 2010
Where SI3D
Authors Bradford James Loos, Peter-Pike Sloan
Comments (0)