Stenciled Volumetric Ambient Occlusion
Date
2022Metadata
Show full item recordAbstract
Screen-space Ambient Occlusion (AO) is commonly used in games to calculate the exposure of each pixel to ambient lighting with the help of a depth buffer. Due to its screen-space nature, it suffers from several artifacts if depth information is missing. Stochastic-Depth AO [VSE21] was introduced to minimize the probability of missing depth information, however, rendering a full stochastic depth map can be very expensive. We introduce a novel rendering pipeline for AO that divides the AO pass into two phases, which allows us to create a stochastic depth map for only a subset of pixels, in order to decrease the rendering time drastically. We also introduce a variant that replaces the stochastic depth map with ray tracing that has competitive performance. Our AO variants are based on Volumetric AO [LS10], which produces similar effects compared to the commonly used horizon-based AO [BSD08], but requires less texture samples to produce good results.
BibTeX
@inproceedings {10.2312:sr.20221153,
booktitle = {Eurographics Symposium on Rendering},
editor = {Ghosh, Abhijeet and Wei, Li-Yi},
title = {{Stenciled Volumetric Ambient Occlusion}},
author = {Brüll, Felix and Kern, René and Grosch, Thorsten},
year = {2022},
publisher = {The Eurographics Association},
ISSN = {1727-3463},
ISBN = {978-3-03868-187-8},
DOI = {10.2312/sr.20221153}
}
booktitle = {Eurographics Symposium on Rendering},
editor = {Ghosh, Abhijeet and Wei, Li-Yi},
title = {{Stenciled Volumetric Ambient Occlusion}},
author = {Brüll, Felix and Kern, René and Grosch, Thorsten},
year = {2022},
publisher = {The Eurographics Association},
ISSN = {1727-3463},
ISBN = {978-3-03868-187-8},
DOI = {10.2312/sr.20221153}
}