“Character shading in EA Sports MMA™ using projected Poisson disk based ambient occlusion” by Aksoy and Phaneuf
Conference:
Type(s):
Title:
- Character shading in EA Sports MMA™ using projected Poisson disk based ambient occlusion
Presenter(s)/Author(s):
Abstract:
In computer graphics, Ambient Occlusion (AO) is one of the quickest ways to add realism to a scene by approximating the effects of global illumination. While there are many different ways of approximating the effects of AO; Screen Space AO (SSAO) techniques have been utilized by plenty of games as these algorithms take full advantage of the custom fragment shading capabilities of today’s GPUs.
References:
1. Bavoil, L., Sainz, M., and Dimitrov, R. 2008. Image-space horizon-based ambient occlusion. In SIGGRAPH ’08: ACM SIGGRAPH 2008 talks.
2. Filion, D., and Mcnaughton, R. 2008. Effects & techniques. In SIGGRAPH ’08: ACM SIGGRAPH 2008 classes, 133–164.
3. Hargreaves, Shawn, Deferred Shading, http://www.talula.demon.co.uk/DeferredShading.pdf