Poisson disk ray-marched ambient occlusion
Gaël Sourimant, Pascal Gautron, Jean-Eudes Marvie
Symposium on Interactive 3D Graphics and Games, February 2011, pp. 210--210.
Abstract: Ambient occlusion (AO) [Pharr and Green 2004] provides an approximation to global illumination. It can be computed in real-time if restricted to screen-space [Mittring 2007; Loos and Sloan 2010], at the cost of an approximation of solutions computed in geometric space, thus introducing a loss of quality.
Article URL: http://dx.doi.org/10.1145/1944745.1944790
BibTeX format:
@inproceedings{Sourimant:2011:PDR,
  author = {Gaël Sourimant and Pascal Gautron and Jean-Eudes Marvie},
  title = {Poisson disk ray-marched ambient occlusion},
  booktitle = {Symposium on Interactive 3D Graphics and Games},
  pages = {210--210},
  month = feb,
  year = {2011},
}
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