Approximate ambient occlusion for trees
Kyle Hegeman, Simon Premože, Michael Ashikhmin, George Drettakis
Symposium on Interactive 3D Graphics and Games, March 2006, pp. 87--92.
Abstract: Natural scenes contain large amounts of geometry, such as hundreds of thousands or even millions of tree leaves and grass blades. Subtle lighting effects present in such environments usually include a significant amount of occlusion effects and lighting variation. These effects are important for realistic renderings of such natural environments; however, plausible lighting and full global illumination computation come at prohibitive costs especially for interactive viewing. As a solution to this problem, we present a simple approximation to integrated visibility over a hemisphere (ambient occlusion) that allows interactive rendering of complex and dynamic scenes. Based on a set of simple assumptions, we show that our method allows the rendering of plausible variation in lighting at modest additional computation and little or no precomputation, for complex and dynamic scenes.
Article URL: http://dx.doi.org/10.1145/1111411.1111427
BibTeX format:
@inproceedings{Hegeman:2006:AAC,
  author = {Kyle Hegeman and Simon Premože and Michael Ashikhmin and George Drettakis},
  title = {Approximate ambient occlusion for trees},
  booktitle = {Symposium on Interactive 3D Graphics and Games},
  pages = {87--92},
  month = mar,
  year = {2006},
}
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