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ARIKAN O.: Precomputed ambient occlusion for character skins (2006)
| Content Provider | CiteSeerX |
|---|---|
| Author | Kirk, Adam G. Arikan, Okan |
| Description | Figure 1: Time-lapse screen capture showing ambient occlusion values calculated in real-time. We present a single-pass hardware accelerated method to compute ambient occlusion values in real-time on dynamic character skins. Ambient occlusion at a point is the cosine weighted integral of the visibility function. Assuming the scene is enclosed in a spherical area source light, ambient occlusion corresponds to the amount of light that will reach each point. Unfortunately, computing ambient occlusion is time-consuming. It requires sampling the hemisphere around each point to determine visibility. Our method takes a data driven approach to approximating ambient occlusion in real-time. It builds a set of linear functions over several subsets of poses, then produces the ambient occlusion using a blend of these functions. Because we are using linear functions our output is smooth, fast to evaluate, and easy |
| File Format | |
| Language | English |
| Publisher Date | 2006-01-01 |
| Publisher Institution | SIGGRAPH 2006 Sketches |
| Access Restriction | Open |
| Subject Keyword | Linear Function Ambient Occlusion Value Spherical Area Source Light Dynamic Character Skin Ambient Occlusion Corresponds Several Subset Single-pass Hardware Time-lapse Screen Capture Ambient Occlusion Visibility Function Character Skin Precomputed Ambient Occlusion |
| Content Type | Text |
| Resource Type | Article |