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dc.contributor.authorMcGuire, Morganen_US
dc.contributor.editorMichael Doggett and Samuli Laine and Warren Hunten_US
dc.date.accessioned2013-10-28T10:21:23Z
dc.date.available2013-10-28T10:21:23Z
dc.date.issued2010en_US
dc.identifier.isbn978-3-905674-26-2en_US
dc.identifier.issn2079-8687en_US
dc.identifier.urihttp://dx.doi.org/10.2312/EGGH/HPG10/047-056en_US
dc.description.abstractThis paper introduces a new approximation algorithm for the near-field ambient occlusion problem. It combines known pieces in a new way to achieve substantially improved quality over fast methods and substantially improved performance compared to accurate methods. Intuitively, it computes the analog of a shadow volume for ambient light around each polygon, and then applies a tunable occlusion function within the region it encloses. The algorithm operates on dynamic triangle meshes and produces output that is comparable to ray traced occlusion for many scenes. The algorithm's performance on modern GPUs is largely independent of geometric complexity and is dominated by fill rate, as is the case with most deferred shading algorithms.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleAmbient Occlusion Volumesen_US
dc.description.seriesinformationHigh Performance Graphicsen_US


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