Rendering - Experimental Ideas & Implementations
Permanent URI for this community
Browse
Browsing Rendering - Experimental Ideas & Implementations by Author "Brüll, Felix"
Now showing 1 - 1 of 1
Results Per Page
Sort Options
Item Stenciled Volumetric Ambient Occlusion(The Eurographics Association, 2022) Brüll, Felix; Kern, René; Grosch, Thorsten; Ghosh, Abhijeet; Wei, Li-YiScreen-space Ambient Occlusion (AO) is commonly used in games to calculate the exposure of each pixel to ambient lighting with the help of a depth buffer. Due to its screen-space nature, it suffers from several artifacts if depth information is missing. Stochastic-Depth AO [VSE21] was introduced to minimize the probability of missing depth information, however, rendering a full stochastic depth map can be very expensive. We introduce a novel rendering pipeline for AO that divides the AO pass into two phases, which allows us to create a stochastic depth map for only a subset of pixels, in order to decrease the rendering time drastically. We also introduce a variant that replaces the stochastic depth map with ray tracing that has competitive performance. Our AO variants are based on Volumetric AO [LS10], which produces similar effects compared to the commonly used horizon-based AO [BSD08], but requires less texture samples to produce good results.