VAO++: Practical Volumetric Ambient Occlusion for Games
Abstract
Ambient occlusion is one of the commonly used methods to increase visual fidelity in real-time rendering applications. We propose several extensions of the recently introduced volumetric ambient occlusion method. These extensions improve the properties of the methods with a particular focus on the quality vs performance tradeoff and wide applicability in contemporary games. We describe the implementation of the proposed algorithm and its extensions. We implemented the method as a camera effect within the Unity game engine. The results show that our implementation compares favorably with the standard ambient occlusion in Unity both in terms of quality and speed.
BibTeX
@inproceedings {10.2312:sre.20171192,
booktitle = {Eurographics Symposium on Rendering - Experimental Ideas & Implementations},
editor = {Matthias Zwicker and Pedro Sander},
title = {{VAO++: Practical Volumetric Ambient Occlusion for Games}},
author = {Bokšanský, Jakub and Pospíšil, Adam and Bittner, Jiří},
year = {2017},
publisher = {The Eurographics Association},
ISSN = {1727-3463},
ISBN = {978-3-03868-045-1},
DOI = {10.2312/sre.20171192}
}
booktitle = {Eurographics Symposium on Rendering - Experimental Ideas & Implementations},
editor = {Matthias Zwicker and Pedro Sander},
title = {{VAO++: Practical Volumetric Ambient Occlusion for Games}},
author = {Bokšanský, Jakub and Pospíšil, Adam and Bittner, Jiří},
year = {2017},
publisher = {The Eurographics Association},
ISSN = {1727-3463},
ISBN = {978-3-03868-045-1},
DOI = {10.2312/sre.20171192}
}