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 IƱigo 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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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 IƱigo 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
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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Few of the great works of ancient Greek literature are easy reading. They nearly all need study and comment, and at times help from a good teacher, before they yield up their secret. And the Poetics cannot be accounted an exception. For one thing the treatise is fragmentary. It originally consisted of two books, one dealing with Tragedy and Epic, the other with Comedy and other subjects. We possess only the first. For another, even the book we have seems to be unrevised and unfinished. The style, though luminous, vivid, and in its broader division systematic, is not that of a book intended for publication.
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