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dc.contributor.authorTimonen, Villeen_US
dc.contributor.editorKayvon Fatahalian and Christian Theobalten_US
dc.date.accessioned2016-02-18T11:23:02Z
dc.date.available2016-02-18T11:23:02Z
dc.date.issued2013en_US
dc.identifier.isbn978-1-4503-2135-8en_US
dc.identifier.issn2079-8687en_US
dc.identifier.urihttp://dx.doi.org/10.1145/2492045.2492049en_US
dc.description.abstractAmbient obscurance (AO) is an effective approximation of global illumination, and its screen-space (SSAO) versions that operate on depth buffers only are widely used in real-time applications. We present an SSAO method that allows the obscurance effect to be determined from the entire depth buffer for each pixel. Our contribution is two-fold: Firstly, we build an obscurance estimator that accurately converges to ray traced reference results on the same screenspace geometry. Secondly, we generate an intermediate representation of the depth field which, when sampled, gives local peaks of the geometry from the point of view of the receiver. Only a small number of such samples are required to capture AO effects without undersampling artefacts that plague previous methods. Our method is unaffected by the radius of the AO effect or by the complexity of the falloff function and produces results within a few percent of a ray traced screen-space reference at constant real-time frame rates.en_US
dc.publisherACMen_US
dc.subjectCR Categoriesen_US
dc.subjectComputer Graphics [I.3.7]en_US
dc.subjectComputer Graphicsen_US
dc.subjectColoren_US
dc.subjectshadingen_US
dc.subjectshadowingen_US
dc.subjecttexture Keywordsen_US
dc.subjectambient occlusionen_US
dc.subjectscreen spaceen_US
dc.titleScreen-Space Far-Field Ambient Obscuranceen_US
dc.description.seriesinformationEurographics/ ACM SIGGRAPH Symposium on High Performance Graphicsen_US
dc.description.sectionheadersShadowsen_US
dc.identifier.doi10.1145/2492045.2492049en_US
dc.identifier.pages33-44en_US


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