Two Methods for Fast Ray-Cast Ambient Occlusion.

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Title: Two Methods for Fast Ray-Cast Ambient Occlusion.
Authors: Laine, Samuli1, Karras, Tero1
Source: Computer Graphics Forum. Jun2010, Vol. 29 Issue 4, p1325-1333. 9p. 2 Illustrations, 4 Diagrams, 2 Charts, 1 Graph.
Subjects: Rendering (Computer graphics), Interactive computer graphics, Digital image processing, Shades & shadows, Errors, Ray tracing algorithms
Abstract: Ambient occlusion has proven to be a useful tool for producing realistic images, both in offline rendering and interactive applications. In production rendering, ambient occlusion is typically computed by casting a large number of short shadow rays from each visible point, yielding unparalleled quality but long rendering times. Interactive applications typically use screen-space approximations which are fast but suffer from systematic errors due to missing information behind the nearest depth layer. In this paper, we present two efficient methods for calculating ambient occlusion so that the results match those produced by a ray tracer. The first method is targeted for rasterization-based engines, and it leverages the GPU graphics pipeline for finding occlusion relations between scene triangles and the visible points. The second method is a drop-in replacement for ambient occlusion computation in offline renderers, allowing the querying of ambient occlusion for any point in the scene. Both methods are based on the principle of simultaneously computing the result of all shadow rays for a single receiver point. [ABSTRACT FROM AUTHOR]
Copyright of Computer Graphics Forum is the property of Wiley-Blackwell and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
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  Data: Two Methods for Fast Ray-Cast Ambient Occlusion.
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  Data: <searchLink fieldCode="JN" term="%22Computer+Graphics+Forum%22">Computer Graphics Forum</searchLink>. Jun2010, Vol. 29 Issue 4, p1325-1333. 9p. 2 Illustrations, 4 Diagrams, 2 Charts, 1 Graph.
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  Data: <searchLink fieldCode="DE" term="%22Rendering+%28Computer+graphics%29%22">Rendering (Computer graphics)</searchLink><br /><searchLink fieldCode="DE" term="%22Interactive+computer+graphics%22">Interactive computer graphics</searchLink><br /><searchLink fieldCode="DE" term="%22Digital+image+processing%22">Digital image processing</searchLink><br /><searchLink fieldCode="DE" term="%22Shades+%26+shadows%22">Shades & shadows</searchLink><br /><searchLink fieldCode="DE" term="%22Errors%22">Errors</searchLink><br /><searchLink fieldCode="DE" term="%22Ray+tracing+algorithms%22">Ray tracing algorithms</searchLink>
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  Data: Ambient occlusion has proven to be a useful tool for producing realistic images, both in offline rendering and interactive applications. In production rendering, ambient occlusion is typically computed by casting a large number of short shadow rays from each visible point, yielding unparalleled quality but long rendering times. Interactive applications typically use screen-space approximations which are fast but suffer from systematic errors due to missing information behind the nearest depth layer. In this paper, we present two efficient methods for calculating ambient occlusion so that the results match those produced by a ray tracer. The first method is targeted for rasterization-based engines, and it leverages the GPU graphics pipeline for finding occlusion relations between scene triangles and the visible points. The second method is a drop-in replacement for ambient occlusion computation in offline renderers, allowing the querying of ambient occlusion for any point in the scene. Both methods are based on the principle of simultaneously computing the result of all shadow rays for a single receiver point. [ABSTRACT FROM AUTHOR]
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  Data: <i>Copyright of Computer Graphics Forum is the property of Wiley-Blackwell and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract.</i> (Copyright applies to all Abstracts.)
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      – Type: doi
        Value: 10.1111/j.1467-8659.2010.01728.x
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      – Code: eng
        Text: English
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        PageCount: 9
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      – SubjectFull: Rendering (Computer graphics)
        Type: general
      – SubjectFull: Interactive computer graphics
        Type: general
      – SubjectFull: Digital image processing
        Type: general
      – SubjectFull: Shades & shadows
        Type: general
      – SubjectFull: Errors
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      – SubjectFull: Ray tracing algorithms
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              Text: Jun2010
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              Y: 2010
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