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!

41 comments:

repi said...

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

pixelmager said...
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pixelmager said...
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pixelmager said...

- 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 IƱigo Quilez

http://www2.imm.dtu.dk/visiondag/VD09/graphical/slides/Inigo.pdf

strattonbrazil said...

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

Eric Haines said...

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?

Unknown said...

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

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Anonymous said...
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Unknown said...

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

yosh64 said...

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.

yosh64 said...

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.

Unknown said...

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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