dc.contributor.author | Bokšanský, Jakub | en_US |
dc.contributor.author | Pospíšil, Adam | en_US |
dc.contributor.author | Bittner, Jiří | en_US |
dc.contributor.editor | Matthias Zwicker and Pedro Sander | en_US |
dc.date.accessioned | 2017-06-19T06:53:03Z | |
dc.date.available | 2017-06-19T06:53:03Z | |
dc.date.issued | 2017 | |
dc.identifier.isbn | 978-3-03868-045-1 | |
dc.identifier.issn | 1727-3463 | |
dc.identifier.uri | http://dx.doi.org/10.2312/sre.20171192 | |
dc.identifier.uri | https://diglib.eg.org:443/handle/10.2312/sre20171192 | |
dc.description.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. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.subject | I.3.3 [Computer Graphics] | |
dc.subject | Picture/Image Generation | |
dc.subject | Line and curve generation | |
dc.title | VAO++: Practical Volumetric Ambient Occlusion for Games | en_US |
dc.description.seriesinformation | Eurographics Symposium on Rendering - Experimental Ideas & Implementations | |
dc.description.sectionheaders | Lighting and Shading | |
dc.identifier.doi | 10.2312/sre.20171192 | |
dc.identifier.pages | 31-39 | |