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A hybrid ambient occlusion technique for dynamic scenes

: Knuth, Martin; Kohlhammer, Jörn

Chen, M. ; European Association for Computer Graphics -EUROGRAPHICS-:
WSCG 2009. Communication Papers Proceedings : University of West Bohemia, Plzen, Czech Republic, February 2 - 5, 2009
Pilsen: University of West Bohemia, 2009
ISBN: 978-80-8694394-7
International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision (WSCG) <17, 2009, Plzen, Czech Republic>
Conference Paper
Fraunhofer IGD ()
illumination; shadow algorithm; Graphics Processing Unit (GPU)

In this paper we present a hybrid technique for illuminating a dynamic scene with self shadowing. Our goal is to perform the necessary calculations with real-time or interactive frame rates. The main idea is to split up the self shadowing process into a global and a local part. This separation allows us to choose combinations of completely independent algorithmic approaches. The global part calculates the self shadowing information of the entire scene. Since it has to process the whole scene, it has a high computational cost; however, a coarse approximation can be created in a short time. In contrast the process for the local part deals with fine details, which have local impact on the scene. It only processes a relevant subset of the scene. Finally we present results based on an implementation using a GPU based self shadowing approximation combined with screen space ambient occlusion for solving the local part.