Multi-view ambient occlusion with importance sampling
Kostas Vardis, Georgios Papaioannou, Athanasios Gaitatzes
Symposium on Interactive 3D Graphics and Games, March 2013, pp. 111--118.
Abstract: Screen-space ambient occlusion and obscurance (AO) techniques have become de-facto methods for ambient light attenuation and contact shadows in real-time rendering. Although extensive research has been conducted to improve the quality and performance of AO techniques, view-dependent artifacts remain a major issue. This paper introduces Multi-view Ambient Occlusion, a generic per-fragment view weighting scheme for evaluating screen-space occlusion or obscurance using multiple, arbitrary views, such as the readily available shadow maps. Additionally, it exploits the resulting weights to perform adaptive sampling, based on the importance of each view to reduce the total number of samples, while maintaining the image quality. Multi-view Ambient Occlusion improves and stabilizes the screen-space AO estimation without overestimating the results and can be combined with a variety of existing screen-space AO techniques. We demonstrate the results of our sampling method with both open volume- and solid angle-based AO algorithms.
Article URL: http://dx.doi.org/10.1145/2448196.2448214
BibTeX format:
@inproceedings{Vardis:2013:MAO,
  author = {Kostas Vardis and Georgios Papaioannou and Athanasios Gaitatzes},
  title = {Multi-view ambient occlusion with importance sampling},
  booktitle = {Symposium on Interactive 3D Graphics and Games},
  pages = {111--118},
  month = mar,
  year = {2013},
}
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