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Poisson disk ray-marched ambient occlusion

Published: 18 February 2011 Publication History

Abstract

Ambient occlusion (AO) [Pharr and Green 2004] provides an approximation to global illumination. It can be computed in real-time if restricted to screen-space [Mittring 2007; Loos and Sloan 2010], at the cost of an approximation of solutions computed in geometric space, thus introducing a loss of quality.

References

[1]
Filion, D., and McNaughton, R. 2008. Effects & techniques. In Acm Siggraph Courses, 133--164.
[2]
Loos, B. J., and Sloan, P.-P. 2010. Volumetric obscurance. In Acm Symposium on Interactive 3d graphics and games.
[3]
Mittring, M. 2007. Finding next gen: Cryengine 2. In Acm Siggraph Courses, 97--121.
[4]
Pharr, M., and Green, S. 2004. Gpu Gems. Addison-Wesley, ch. Ambient Occlusion.

Cited By

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  • (2021)Pyramid HBAO — a Scalable Horizon-based Ambient Occlusion MethodProceedings of the 31th International Conference on Computer Graphics and Vision. Volume 210.20948/graphicon-2021-3027-48-63(48-63)Online publication date: 2021

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cover image ACM Conferences
I3D '11: Symposium on Interactive 3D Graphics and Games
February 2011
207 pages
ISBN:9781450305655
DOI:10.1145/1944745

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Association for Computing Machinery

New York, NY, United States

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Published: 18 February 2011

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I3D '11
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I3D '11: Symposium on Interactive 3D Graphics and Games
February 18 - 20, 2011
California, San Francisco

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I3D '11 Paper Acceptance Rate 24 of 64 submissions, 38%;
Overall Acceptance Rate 148 of 485 submissions, 31%

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  • (2021)Pyramid HBAO — a Scalable Horizon-based Ambient Occlusion MethodProceedings of the 31th International Conference on Computer Graphics and Vision. Volume 210.20948/graphicon-2021-3027-48-63(48-63)Online publication date: 2021

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