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dc.contributor.authorHerholz, Sebastianen_US
dc.contributor.authorSchairer, Timoen_US
dc.contributor.authorSchilling, Andreasen_US
dc.contributor.authorStraßer, Wolfgangen_US
dc.contributor.editorMichael Goesele and Thorsten Grosch and Holger Theisel and Klaus Toennies and Bernhard Preimen_US
dc.description.abstractIn this paper we present a new algorithm for real-time directional occlusion sampling. We combine the real-time capabilities of Screen Space Ambient Occlusion (SSAO) with the Spherical Harmonics (SH) representation of local directional occlusion. SH are well established and used in modern off-line rendering implementations such as PantaRay [PFHA10]. Through our combination we are able to transfer a method for realistic local directional occlusion effects from offline rendering to dynamic real-time applications. These local occlusion effects react to the environmental lighting situation and lead to dynamic and colored local occlusion shadows while only generating a small computational overhead compared to SSAO. Unlike other real-time directional occlusion algorithms such as Screen Space Direction Occlusion (SSDO) [RGS09] our occlusion sampling is separated from the actual lighting process and therefore can be easily integrated in existing SH lighting methods such as Irradiance Volumes [GSHG98]. We furthermore extend our algorithm to include first bounce indirect illumination effects.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectI.3.7 [Computer Graphics]en_US
dc.subjectThree Dimensional Graphics and Realismen_US
dc.subjectand textureen_US
dc.titleScreen Space Spherical Harmonic Occlusionen_US
dc.description.seriesinformationVision, Modeling and Visualizationen_US

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  • VMV12
    ISBN 978-3-905673-95-1

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