Scalable Ambient Obscurance
Abstract
This paper presents a set of architecture-aware performance and integration improvements for a recent screenspace ambient obscurance algorithm. These improvements collectively produce a 7x performance increase at 2560 x1600, generalize the algorithm to both forward and deferred renderers, and eliminate the radius- and scene-dependence of the previous algorithm to provide a hard real-time guarantee of fixed execution time. The optimizations build on three strategies: pre-filter the depth buffer to maximize memory hierarchy efficiency; reduce total bandwidth by carefully reconstructing positions and normals at high precision from a depth buffer; and exploit low-level intra- and inter-thread techniques for parallel, floating-point architectures.
BibTeX
@inproceedings {10.2312:EGGH:HPG12:097-103,
booktitle = {Eurographics/ ACM SIGGRAPH Symposium on High Performance Graphics},
editor = {Carsten Dachsbacher and Jacob Munkberg and Jacopo Pantaleoni},
title = {{Scalable Ambient Obscurance}},
author = {McGuire, Morgan and Mara, Michael and Luebke, David},
year = {2012},
publisher = {The Eurographics Association},
ISSN = {2079-8679},
ISBN = {978-3-905674-41-5},
DOI = {10.2312/EGGH/HPG12/097-103}
}
booktitle = {Eurographics/ ACM SIGGRAPH Symposium on High Performance Graphics},
editor = {Carsten Dachsbacher and Jacob Munkberg and Jacopo Pantaleoni},
title = {{Scalable Ambient Obscurance}},
author = {McGuire, Morgan and Mara, Michael and Luebke, David},
year = {2012},
publisher = {The Eurographics Association},
ISSN = {2079-8679},
ISBN = {978-3-905674-41-5},
DOI = {10.2312/EGGH/HPG12/097-103}
}