Abstract:Graphical user experiences are now ubiquitous features, and therefore widespread. Specifically, the computer graphics field and the game industry have been continually favoring the ambient occlusion post-processing method for its superb indirect light approximation and its effectiveness. Nonetheless of its canonical performance, its operation on non-occluded surfaces is often seen redundant and unfavorable. In this paper, we propose a new perspective to handle such issues by highlighting the corners where ambi… Show more
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