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dc.contributor.authorNeff, Thomasen_US
dc.contributor.authorBudge, Brianen_US
dc.contributor.authorDong, Zhaoen_US
dc.contributor.authorSchmalstieg, Dieteren_US
dc.contributor.authorSteinberger, Markusen_US
dc.contributor.editorBikker, Jaccoen_US
dc.contributor.editorGribble, Christiaanen_US
dc.date.accessioned2023-06-25T09:06:47Z
dc.date.available2023-06-25T09:06:47Z
dc.date.issued2023
dc.identifier.isbn978-3-03868-229-5
dc.identifier.issn2079-8687
dc.identifier.urihttps://doi.org/10.2312/hpg.20231131
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/hpg20231131
dc.description.abstractRecent advances in graphics hardware have enabled ray tracing to produce high-quality ambient occlusion (AO) in real-time, which is not plagued by the artifacts typically found in real-time screen-space approaches. However, the high computational cost of ray tracing remains a significant hurdle for low-power devices like standalone VR headsets or smartphones. To address this challenge, inspired by point-based global illumination and texture-space split rendering, we propose point-based split ambient occlusion (PSAO), a novel split-rendering system that streams points sparsely from server to client. PSAO first evenly distributes points across the scene, and then subsequently only transmits points that changed more than a given threshold, using an efficient hash grid to blend neighboring points for the final compositing pass on the client. PSAO outperforms recent texture-space shading approaches in terms of quality and required network bit rate, while demonstrating performance similar to commonly used lower-quality screen-space approaches. Our point-based split rendering representation lends itself to highly compressible signals such as AO and is scalable towards quality or bandwidth requirements by adjusting the number of points in the scene.en_US
dc.publisherThe Eurographics Associationen_US
dc.rightsAttribution 4.0 International License
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/
dc.subjectCCS Concepts: Computing methodologies -> Rendering
dc.subjectComputing methodologies
dc.subjectRendering
dc.titlePSAO: Point-Based Split Rendering for Ambient Occlusionen_US
dc.description.seriesinformationHigh-Performance Graphics - Symposium Papers
dc.description.sectionheadersAcceleration Structures
dc.identifier.doi10.2312/hpg.20231131
dc.identifier.pages1-11
dc.identifier.pages11 pages


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Attribution 4.0 International License
Except where otherwise noted, this item's license is described as Attribution 4.0 International License