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Hardware accelerated ambient occlusion techniques on GPUs

Published:30 April 2007Publication History

ABSTRACT

We introduce a visually pleasant ambient occlusion approximation running on real-time graphics hardware. Our method is a multi-pass algorithm that separates the ambient occlusion problem into high-frequency, detailed ambient occlusion and low-frequency, distant ambient occlusion domains, both capable of running independently and in parallel. The high-frequency detailed approach uses an image-space method to approximate the ambient occlusion due to nearby occluders caused by high surface detail. The low-frequency approach uses the intrinsic properties of a modern GPU to greatly reduce the search area for large and distant occluders with the help of a low-detail approximated version of the occluder geometry. Our method utilizes the highly parallel, stream processors (GPUs) to perform real-time visually pleasant ambient occlusion. We show that our ambient occlusion approximation works on a wide variety of applications such as molecular data visualization, dynamic deformable animated models, highly detailed geometry. Our algorithm demonstrates scalability and is well-suited for the current and upcoming graphics hardware.

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            cover image ACM Conferences
            I3D '07: Proceedings of the 2007 symposium on Interactive 3D graphics and games
            April 2007
            196 pages
            ISBN:9781595936288
            DOI:10.1145/1230100

            Copyright © 2007 ACM

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            Publication History

            • Published: 30 April 2007

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