Real-time Raytracing and Screen-space Ambient Occlusion

This paper investigates the advances in real-time ambient occlusion (AO). Topics discussed are state-of-the-art screen-space techniques and raytraced ambient occlusion. Methods compared are our screen-space ambient occlusion (SSAO) variant, horizon-based ambient occlusion(HBAO), Unity’s scalable AO...

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Main Author: Ghavamian, Pooria
Format: Others
Language:English
Published: KTH, Skolan för elektroteknik och datavetenskap (EECS) 2019
Subjects:
Online Access:http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-254990
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spelling ndltd-UPSALLA1-oai-DiVA.org-kth-2549902019-07-13T04:28:53ZReal-time Raytracing and Screen-space Ambient OcclusionengGhavamian, PooriaKTH, Skolan för elektroteknik och datavetenskap (EECS)2019Computer and Information SciencesData- och informationsvetenskapThis paper investigates the advances in real-time ambient occlusion (AO). Topics discussed are state-of-the-art screen-space techniques and raytraced ambient occlusion. Methods compared are our screen-space ambient occlusion (SSAO) variant, horizon-based ambient occlusion(HBAO), Unity’s scalable AO (AlchemyAO), multi-scale volumetric AO (MSVO), and raytraced AO (RTAO). The methods were compared based on the errors produced in dynamic scenes, performance and similarity to reference scenes rendered by an offline raytracer. Important dynamic scene errors were highlighted, visual results were objectively evaluated using Structural Similarity Index (SSIM) and Unity engine was used as a common platform for all the methods in order to obtain performance metrics. RTAO managed to achieve a strikingly high SSIM score, while, MSVO traded some accuracy to be the fastest of all the methods. Further analysis of different implementations and their strengths and weaknesses are provided. Denna studie utforskar framsteg inom realtid ambient occlusion (AO). Ämnen som diskuteras är senaste typen av screen-spaceteknik och raytraced ambient occlusion. Metoderna som jämförs är vår egen screen-space ambient occlusion (SSAO) variant, horizon-based ambient occlusion (HBAO), Unitys scalable AO (Alchemy AO), multi-scale volumetric AO (MSVO), och raytraced AO (RTAO). De olika metoderna jämfördes baserat på prestanda, likheter till referens scener och fel som tillverkas inom dynamiska scener. Viktiga dynamiska scener var markerad och de visuella resultaten var objektivt evaluerad genom användning av Structural Similarity Index (SSIM). Unity motorn användes som en gemensam plattform för alla typer av metoder för att få fram prestanda mått. RTAO lyckades att uppnå ett högt SSIM betyg medan MSVO blev den snabbaste av alla metoder dock har lägre precision. Ytterligare analys av olika genomföringar och deras styrkor samt svagheter ingår i rapporten. Student thesisinfo:eu-repo/semantics/bachelorThesistexthttp://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-254990TRITA-EECS-EX ; 2019:442application/pdfinfo:eu-repo/semantics/openAccess
collection NDLTD
language English
format Others
sources NDLTD
topic Computer and Information Sciences
Data- och informationsvetenskap
spellingShingle Computer and Information Sciences
Data- och informationsvetenskap
Ghavamian, Pooria
Real-time Raytracing and Screen-space Ambient Occlusion
description This paper investigates the advances in real-time ambient occlusion (AO). Topics discussed are state-of-the-art screen-space techniques and raytraced ambient occlusion. Methods compared are our screen-space ambient occlusion (SSAO) variant, horizon-based ambient occlusion(HBAO), Unity’s scalable AO (AlchemyAO), multi-scale volumetric AO (MSVO), and raytraced AO (RTAO). The methods were compared based on the errors produced in dynamic scenes, performance and similarity to reference scenes rendered by an offline raytracer. Important dynamic scene errors were highlighted, visual results were objectively evaluated using Structural Similarity Index (SSIM) and Unity engine was used as a common platform for all the methods in order to obtain performance metrics. RTAO managed to achieve a strikingly high SSIM score, while, MSVO traded some accuracy to be the fastest of all the methods. Further analysis of different implementations and their strengths and weaknesses are provided. === Denna studie utforskar framsteg inom realtid ambient occlusion (AO). Ämnen som diskuteras är senaste typen av screen-spaceteknik och raytraced ambient occlusion. Metoderna som jämförs är vår egen screen-space ambient occlusion (SSAO) variant, horizon-based ambient occlusion (HBAO), Unitys scalable AO (Alchemy AO), multi-scale volumetric AO (MSVO), och raytraced AO (RTAO). De olika metoderna jämfördes baserat på prestanda, likheter till referens scener och fel som tillverkas inom dynamiska scener. Viktiga dynamiska scener var markerad och de visuella resultaten var objektivt evaluerad genom användning av Structural Similarity Index (SSIM). Unity motorn användes som en gemensam plattform för alla typer av metoder för att få fram prestanda mått. RTAO lyckades att uppnå ett högt SSIM betyg medan MSVO blev den snabbaste av alla metoder dock har lägre precision. Ytterligare analys av olika genomföringar och deras styrkor samt svagheter ingår i rapporten.
author Ghavamian, Pooria
author_facet Ghavamian, Pooria
author_sort Ghavamian, Pooria
title Real-time Raytracing and Screen-space Ambient Occlusion
title_short Real-time Raytracing and Screen-space Ambient Occlusion
title_full Real-time Raytracing and Screen-space Ambient Occlusion
title_fullStr Real-time Raytracing and Screen-space Ambient Occlusion
title_full_unstemmed Real-time Raytracing and Screen-space Ambient Occlusion
title_sort real-time raytracing and screen-space ambient occlusion
publisher KTH, Skolan för elektroteknik och datavetenskap (EECS)
publishDate 2019
url http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-254990
work_keys_str_mv AT ghavamianpooria realtimeraytracingandscreenspaceambientocclusion
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