Volumetric ambient occlusion for volumetric models
Marc Ruiz, Lázló Szirmay-Kalos, Tamás Umenhoffer, Imma Boada, Miquel Feixas, Mateu Sbert
In The Visual Computer, 26(6-8), June 2010.
Abstract: This paper presents new algorithms to compute ambient occlusion for volumetric data. Ambient occlusion is used in video-games and film animation to mimic the indirect lighting of global illumination. We extend a novel interpretation of ambient occlusion to volumetric models that measures how big portion of the tangent sphere of a surface belongs to the set of occluded points, and propose statistically robust estimates for the ambient occlusion value. The data needed by this estimate can be obtained by separable filtering of the voxel array. As ambient occlusion is meant to obtain global illumination effects, it can provide decisive clues in interpreting the data. The new algorithms obtain smooth shading and can be computed at interactive rates, being thus appropriate for dynamic models exploration.
Keyword(s): Ambient occlusion, Obscurances, Volume rendering
BibTeX format:
@article{Ruiz:2010:VAO,
  author = {Marc Ruiz and Lázló Szirmay-Kalos and Tamás Umenhoffer and Imma Boada and Miquel Feixas and Mateu Sbert},
  title = {Volumetric ambient occlusion for volumetric models},
  journal = {The Visual Computer},
  volume = {26},
  number = {6-8},
  pages = {687--695},
  month = jun,
  year = {2010},
}
Search for more articles by Marc Ruiz.
Search for more articles by Lázló Szirmay-Kalos.
Search for more articles by Tamás Umenhoffer.
Search for more articles by Imma Boada.
Search for more articles by Miquel Feixas.
Search for more articles by Mateu Sbert.

Return to the search page.


graphbib: Powered by "bibsql" and "SQLite3."