Line-Sweep Ambient Obscurance

dc.contributor.authorTimonen, Villeen_US
dc.contributor.editorNicolas Holzschuch and Szymon Rusinkiewiczen_US
dc.date.accessioned2015-02-28T15:37:10Z
dc.date.available2015-02-28T15:37:10Z
dc.date.issued2013en_US
dc.description.abstractScreen-space ambient occlusion and obscurance have become established methods for rendering global illumi- nation effects in real-time applications. While they have seen a steady line of refinements, their computational complexity has remained largely unchanged and either undersampling artefacts or too high render times limit their scalability. In this paper we show how the fundamentally quadratic per-pixel complexity of previous work can be reduced to a linear complexity. We solve obscurance in discrete azimuthal directions by performing line sweeps across the depth buffer in each direction. Our method builds upon the insight that scene points along each line can be incrementally inserted into a data structure such that querying for the largest occluder among the visited samples along the line can be achieved at an amortized constant cost. The obscurance radius therefore has no impact on the execution time and our method produces accurate results with smooth occlusion gradients in a few milliseconds per frame on commodity hardware.en_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.identifier.doi10.1111/cgf.12155en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttps://doi.org/10.1111/cgf.12155en_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltd.en_US
dc.subjectI.3.7 [Computer Graphics]en_US
dc.subjectComputer Graphicsen_US
dc.subjectColoren_US
dc.subjectshadingen_US
dc.subjectshadowingen_US
dc.subjectand textureen_US
dc.titleLine-Sweep Ambient Obscuranceen_US
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