“Image-space horizon-based ambient occlusion” by Bavoil, Sainz and Dimitrov

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Conference:


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Title:

    Image-space horizon-based ambient occlusion

Session/Category Title:   To Trace or Not To Trace


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Abstract:


    A per-pixel ambient occlusion approximation is computed in a post-processing pass by sampling a depth buffer and its associated normal buffer, and integrating the occlusion between the tangent plane and a horizon line around every surface point.

References:


    1. Max, N. L. 1986. Horizon mapping: Shadows for bump-mapped surfaces. In Proceedings of Computer Graphics Tokyo ’86 on Advanced Computer Graphics.
    2. Mittring, M. 2007. Finding next gen: Cryengine 2. In SIGGRAPH ’07: ACM SIGGRAPH 2007 courses.
    3. Shanmugam, P., and Arikan, O. 2007. Hardware accelerated ambient occlusion techniques on gpus. In I3D ’07: Proceedings of the 2007 symposium on Interactive 3D graphics and games.


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