Stenciled Volumetric Ambient Occlusion
dc.contributor.author | Brüll, Felix | en_US |
dc.contributor.author | Kern, René | en_US |
dc.contributor.author | Grosch, Thorsten | en_US |
dc.contributor.editor | Ghosh, Abhijeet | en_US |
dc.contributor.editor | Wei, Li-Yi | en_US |
dc.date.accessioned | 2022-07-01T15:37:58Z | |
dc.date.available | 2022-07-01T15:37:58Z | |
dc.date.issued | 2022 | |
dc.description.abstract | Screen-space Ambient Occlusion (AO) is commonly used in games to calculate the exposure of each pixel to ambient lighting with the help of a depth buffer. Due to its screen-space nature, it suffers from several artifacts if depth information is missing. Stochastic-Depth AO [VSE21] was introduced to minimize the probability of missing depth information, however, rendering a full stochastic depth map can be very expensive. We introduce a novel rendering pipeline for AO that divides the AO pass into two phases, which allows us to create a stochastic depth map for only a subset of pixels, in order to decrease the rendering time drastically. We also introduce a variant that replaces the stochastic depth map with ray tracing that has competitive performance. Our AO variants are based on Volumetric AO [LS10], which produces similar effects compared to the commonly used horizon-based AO [BSD08], but requires less texture samples to produce good results. | en_US |
dc.description.sectionheaders | Volume Rendering | |
dc.description.seriesinformation | Eurographics Symposium on Rendering | |
dc.identifier.doi | 10.2312/sr.20221153 | |
dc.identifier.isbn | 978-3-03868-187-8 | |
dc.identifier.issn | 1727-3463 | |
dc.identifier.pages | 29-38 | |
dc.identifier.pages | 10 pages | |
dc.identifier.uri | https://doi.org/10.2312/sr.20221153 | |
dc.identifier.uri | https://diglib.eg.org:443/handle/10.2312/sr20221153 | |
dc.publisher | The Eurographics Association | en_US |
dc.rights | Attribution 4.0 International License | |
dc.rights.uri | https://creativecommons.org/licenses/by/4.0/ | |
dc.subject | CCS Concepts: Computing methodologies --> Rasterization; Ray tracing; Visibility | |
dc.subject | Computing methodologies | |
dc.subject | Rasterization | |
dc.subject | Ray tracing | |
dc.subject | Visibility | |
dc.title | Stenciled Volumetric Ambient Occlusion | en_US |