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

  • ©Tomohito Hattori, Hiroyuki Kubo, and Shigeo Morishima

  • ©Tomohito Hattori, Hiroyuki Kubo, and Shigeo Morishima

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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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©Tomohito Hattori, Hiroyuki Kubo, and Shigeo Morishima ©Tomohito Hattori, Hiroyuki Kubo, and Shigeo Morishima ©Tomohito Hattori, Hiroyuki Kubo, and Shigeo Morishima

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