Conclusion: A Special Plea for Off-the-Screen Space

Author(s):  
Owen Weetch
Keyword(s):  
Author(s):  
Jop Vermeer ◽  
Leonardo Scandolo ◽  
Elmar Eisemann

Ambient occlusion (AO) is a popular rendering technique that enhances depth perception and realism by darkening locations that are less exposed to ambient light (e.g., corners and creases). In real-time applications, screen-space variants, relying on the depth buffer, are used due to their high performance and good visual quality. However, these only take visible surfaces into account, resulting in inconsistencies, especially during motion. Stochastic-Depth Ambient Occlusion is a novel AO algorithm that accounts for occluded geometry by relying on a stochastic depth map, capturing multiple scene layers per pixel at random. Hereby, we efficiently gather missing information in order to improve upon the accuracy and spatial stability of conventional screen-space approximations, while maintaining real-time performance. Our approach integrates well into existing rendering pipelines and improves the robustness of many different AO techniques, including multi-view solutions.


2020 ◽  
pp. 9-34
Author(s):  
Susanne Ø. Sæther ◽  
Synne T. Bull
Keyword(s):  

2013 ◽  
Vol 22 (06) ◽  
pp. 1360019
Author(s):  
DAMON BLANCHETTE ◽  
EMMANUEL AGU

Spectral rendering, or the synthesis of images by taking into account the constituent wavelengths of white light, enables the rendering of iridescent colors caused by phenomena such as dispersion, diffraction, interference and scattering. Caustics, the focusing and defocusing of light through a refractive medium, can be interpreted as a special case of dispersion where all the wavelengths travel along the same paths. In this paper we extend Adaptive Caustic Mapping (ACM), a previously proposed caustics mapping algorithm, to handle physically-based dispersion. Because ACM can display caustics in real-time, it is amenable to extension to handle the more general case of dispersion. We also present a novel algorithm for filling in the gaps that occur due to discrete sampling of the spectrum. Our proposed method runs in screen-space, and is fast enough to display plausible dispersion phenomena at real-time and interactive frame rates.


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