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Abstract:
Physically plausible illumination at real-time framerates is often achieved
using approximations. One popular example is ambient occlusion (AO), for which
very simple and efficient implementations are used extensively in production.
Recent methods approximate AO between nearby geometry in screen space (SSAO).
The key observation described in this paper is, that screen-space occlusion
methods can be used to compute many more types of effects than just occlusion,
such as directional shadows and indirect color bleeding. The proposed
generalization has only a small overhead compared to classic SSAO, approximates
direct and one-bounce light transport in screen space, can be combined with
other methods that simulate transport for macro structures and is visually
equivalent to SSAO in the worst case without introducing new artifacts. Since
our method works in screen space, it does not depend on the geometric
complexity. Plausible directional occlusion and indirect lighting effects can
be displayed for large and fully dynamic scenes at real-time frame rates.