TY - GEN

T1 - Curvature-approximated estimation of real-time ambient occlusion

AU - Hattori, Tomohito

AU - Kubo, Hiroyuki

AU - Morishima, Shigeo

PY - 2012/6/18

Y1 - 2012/6/18

N2 - We present a novel technique for computing ambient occlusion (Akenine-Möller et al., 2008) on real-time graphics hardware. Our method approximates the occlusion for a local illumination model by introducing curvature-dependent function. Using our method, we are able to acquire occlusion at lower computational cost than conventional methods such as SSAO (Bavoil et al., 2008). Our method requires a multi-pass algorithm with the graphics processing unit (GPU). In the first pass curvature is acquired, and in the second pass the occlusion is computed from the curvature. In the calculating occlusion from the curvature, we approximate the geometric shape by a quadric surface function, and then obtain a curvature dependent function which is an approximation of geometric surface. This function depends only on local variables and we are able to calculate the ambient occlusion for the local illumination model. According to our results, both the computational and storage costs are sufficiently low for the technique to be applied to current graphics hardware supported computer games.

AB - We present a novel technique for computing ambient occlusion (Akenine-Möller et al., 2008) on real-time graphics hardware. Our method approximates the occlusion for a local illumination model by introducing curvature-dependent function. Using our method, we are able to acquire occlusion at lower computational cost than conventional methods such as SSAO (Bavoil et al., 2008). Our method requires a multi-pass algorithm with the graphics processing unit (GPU). In the first pass curvature is acquired, and in the second pass the occlusion is computed from the curvature. In the calculating occlusion from the curvature, we approximate the geometric shape by a quadric surface function, and then obtain a curvature dependent function which is an approximation of geometric surface. This function depends only on local variables and we are able to calculate the ambient occlusion for the local illumination model. According to our results, both the computational and storage costs are sufficiently low for the technique to be applied to current graphics hardware supported computer games.

KW - Ambient occlusion

KW - Curvature

KW - For game

KW - Real-time

UR - http://www.scopus.com/inward/record.url?scp=84862184916&partnerID=8YFLogxK

UR - http://www.scopus.com/inward/citedby.url?scp=84862184916&partnerID=8YFLogxK

M3 - Conference contribution

AN - SCOPUS:84862184916

SN - 9789898565020

T3 - GRAPP 2012 IVAPP 2012 - Proceedings of the International Conference on Computer Graphics Theory and Applications and International Conference on Information Visualization Theory and Applications

SP - 268

EP - 273

BT - GRAPP 2012 IVAPP 2012 - Proceedings of the International Conference on Computer Graphics Theory and Applications and International Conference on Information Visualization Theory and Applications

T2 - International Conference on Computer Graphics Theory and Applications, GRAPP 2012 and International Conference on Information Visualization Theory and Applications, IVAPP 2012

Y2 - 24 February 2012 through 26 February 2012

ER -