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Conference Paper

Bent Normals and Cones in Screen-space

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Klehm,  Oliver
Computer Graphics, MPI for Informatics, Max Planck Society;

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Ritschel,  Tobias
Computer Graphics, MPI for Informatics, Max Planck Society;

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Seidel,  Hans-Peter       
Computer Graphics, MPI for Informatics, Max Planck Society;

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Citation

Klehm, O., Ritschel, T., Eisemann, E., & Seidel, H.-P. (2011). Bent Normals and Cones in Screen-space. In P. Eisert, J. Hornegger, & K. Polthier (Eds.), Vision, Modeling, and Visualizaiton (pp. 177-182). Goslar, Germany: Eurographics Association.


Cite as: https://hdl.handle.net/11858/00-001M-0000-0010-139B-5
Abstract
Ambient occlusion (AO) is a popular technique for real-time as well as offline rendering. One of its benefits is a gain in efficiency due to the fact that occlusion and shading are decoupled which results in an average occlusion that modulates the surface shading. Its main drawback is a loss of realism due to the lack of directional occlusion and lighting. As a solution, the use of bent normals was proposed for offline rendering. This work describes how to compute bent normals and bent cones in combination with screen-space ambient occlusion. These extensions combine the speed and simplicity of AO with physically more plausible lighting.