Ambient Occlusion and Indirect Illumination in Screen Space

碩士 === 國立交通大學 === 資訊學院資訊科技產業專班 === 98 === Real-Time Global illumination in computer graphics is a very important topic. In the past, a popular approach was ambient occlusion. Then CryTek Company improves this algorithm. They propose an approach to approximate ambient occlusion in the screen space. I...

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Bibliographic Details
Main Authors: Lin, Tin-Sheng, 林鼎盛
Other Authors: Shih, Zen-Chung
Format: Others
Language:en_US
Published: 2010
Online Access:http://ndltd.ncl.edu.tw/handle/27652157876459058089
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Summary:碩士 === 國立交通大學 === 資訊學院資訊科技產業專班 === 98 === Real-Time Global illumination in computer graphics is a very important topic. In the past, a popular approach was ambient occlusion. Then CryTek Company improves this algorithm. They propose an approach to approximate ambient occlusion in the screen space. In this thesis, we introduce a further enhancement to approximate global illumination by combining screen space ambient occlusion and reflective shadow map in a deferred shading context. We include local direct illumination and global indirect illumination by extending screen space ambient occlusion. On the other hand, we reduce GPU overhead by using screen-space interpolation. Since the algorithm works in screen space, it does not depend on the geometric complexity of 3D scenes. We demonstrate the result which can be displayed for large and fully dynamic scenes at real-time frame rates.