“Curvature depended local illumination approximation of ambient occlusion” by Hattori, Kubo and Morishima – ACM SIGGRAPH HISTORY ARCHIVES

“Curvature depended local illumination approximation of ambient occlusion” by Hattori, Kubo and Morishima

  • 2010 Poster: Hattori Curvature Depended Local Illumination Approximation of Ambient Occlusion

  • 2010 Poster: Hattori Curvature Depended Local Illumination Approximation of Ambient Occlusion

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Title:

    Curvature depended local illumination approximation of ambient occlusion

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Abstract:


    This paper discusses an approach for computing the ambient occlusion by curvature depended approximation of occlusion. Ambient occlusion is widely used to improve the realism of fast lighting simulation. The ambient occlusion is defined as follows.

References:


    1. Hayden, L. 2002. Production-Ready Global Illumination. Siggraph2002.
    2. Miguel, S. Real-Time Depth Buffer Based Ambient Occlusion. Game Developer Conference, 2008
    3. Janne K., Samuli L. 2005. Ambient Occlusion Field. Siggraph 2005


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