Thoughts on computer graphics in general and rendering in particular.
Tuesday, December 22, 2009
Ambient occlusion
I am doing some reading on ambient occlusion and I would appreciate pointers to recent papers. Here is a TR from Morgan M. on using the analytic form factor equation which is cool. Please reply for other things I should read!
- and of course the depth-peeling extension, also by you clever guys at nvidia :) http://developer.download.nvidia.com/presentations/2009/SIGGRAPH/Bavoil_MultiLayerDualResolutionSSAO.pdf
Tobias Ritschel's SSGI-version is interresting as well http://www.mpi-inf.mpg.de/~ritschel/Papers/SSDO.pdf
Oh, and of course the "for-free" ambient occlusion while tracing distance-fields by Iñigo Quilez
GPU Rendering of Secondary Effects used a layered depth cube, which provided a pretty decent structure for ray tracing the ambient occlusion interactively in world space (although it's more of a followup and not specific to the actual paper which is just the structure).
Some other SSAO links at http://www.realtimerendering.com/blog/tag/ssao/ (search on "SSAO", duh). Also see the I3D proceedings for some recent work. I look forward to the article on "Volumetric Obscurance", which from the title I would suspect is (perhaps) related - ask Peter-Pike for a preprint, maybe?
Not sure if these are the sorta documents ya looking for, but there seems to be a chapter in each of the GPU Gems books, which are now available for free.
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19 comments:
The Nvidia Horizon-based Screen-space Ambient Occlusion technique (HBAO) is probably the highest quality sampling-based method:
http://developer.nvidia.com/object/siggraph-2008-HBAO.html
- and of course the depth-peeling extension, also by you clever guys at nvidia :)
http://developer.download.nvidia.com/presentations/2009/SIGGRAPH/Bavoil_MultiLayerDualResolutionSSAO.pdf
Tobias Ritschel's SSGI-version is interresting as well
http://www.mpi-inf.mpg.de/~ritschel/Papers/SSDO.pdf
Oh, and of course the "for-free" ambient occlusion while tracing distance-fields by Iñigo Quilez
http://www2.imm.dtu.dk/visiondag/VD09/graphical/slides/Inigo.pdf
GPU Rendering of Secondary Effects used a layered depth cube, which provided a pretty decent structure for ray tracing the ambient occlusion interactively in world space (although it's more of a followup and not specific to the actual paper which is just the structure).
http://wwwcg.in.tum.de/Research/data/Publications/vmv07.pdf
Some other SSAO links at http://www.realtimerendering.com/blog/tag/ssao/ (search on "SSAO", duh). Also see the I3D proceedings for some recent work. I look forward to the article on "Volumetric Obscurance", which from the title I would suspect is (perhaps) related - ask Peter-Pike for a preprint, maybe?
Check out the R5 engine. It implements SSAO and its author talks about how he did it in his blog.
http://blog.nextrevision.com/?m=200910
architecture style in 3d visualization-modeling-animation
http://archv3nture.blogspot.com
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Many production studios use the point-based ambient occlusion built into PRMan. You can find a nice description of that from Per C. here:
http://graphics.pixar.com/library/PointBasedColorBleeding/paper.pdf
Not sure if these are the sorta documents ya looking for, but there seems to be a chapter in each of the GPU Gems books, which are now available for free.
Those being,
GPU Gems - "Chapter 17. Ambient Occlusion"
GPU Gems 2 - "Chapter 14. Dynamic Ambient Occlusion and Indirect Lighting"
GPU Gems 3 - "Chapter 12. High-Quality Ambient Occlusion"
You might also be interested in a related post (a very old one) on Thad's Coding Blog, "Fast ambient occlusion".
And also a more recent post on Infinity, "Deferred lighting"
Hope this helps.
Also, I'd recommend you look into any Screen Space Ambient Occlusion techniques, I think they seem to work pretty well, better than ya might think.
Hmm, guessing ya would already know all this sorta thing anyhows.
I noticed that Mateu Sbert has a new paper on AA in the latest IEEE CG
http://www.computer.org/portal/web/csdl/doi/10.1109/MCG.2010.19
HTH
Neil
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