Approximate Ambient Occlusion For Trees

Abstract : Natural scenes contain large amounts of geometry, such as hundreds of thousands or even millions of tree leaves and grass blades. Subtle lighting effects present in such environments usually include a significant amount of occlusion effects and lighting variation. These effects are important for realistic renderings of such natural environments; however, plausible lighting and full global illumination computation come at prohibitive costs especially for interactive viewing. As a solution to this problem, we present a simple approximation to integrated visibility over a hemisphere (ambient occlusion) that allows interactive rendering of complex and dynamic scenes. Based on a set of simple assumptions, we show that our method allows the rendering of plausible variation in lighting at modest additional computation and little or no precomputation, for complex and dynamic scenes.
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Communication dans un congrès
C. Sequin and M. Olano. I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games, Mar 2006, Redwood City, United States. ACM, pp.87-92, 2006, ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games. 〈10.1145/1111411.1111427〉
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Kyle Hegeman, Simon Premoze, Michael Ashikhmin, George Drettakis. Approximate Ambient Occlusion For Trees. C. Sequin and M. Olano. I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games, Mar 2006, Redwood City, United States. ACM, pp.87-92, 2006, ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games. 〈10.1145/1111411.1111427〉. 〈inria-00606775〉

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