“Character shading in EA Sports MMA™ using projected Poisson disk based ambient occlusion” by Aksoy and Phaneuf

  • ©Volga Aksoy and Gerald Phaneuf

  • ©Volga Aksoy and Gerald Phaneuf

  • ©Volga Aksoy and Gerald Phaneuf

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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


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©Volga Aksoy and Gerald Phaneuf ©Volga Aksoy and Gerald Phaneuf ©Volga Aksoy and Gerald Phaneuf

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