Proceedings of the 2006 Symposium on Interactive 3D Graphics and Games - SI3D '06 2006
DOI: 10.1145/1111411.1111427
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Approximate ambient occlusion for trees

Abstract: Natural scenes contain large amounts of geometry, such as hundreds of thousands or even millions of tree leaves and grass blades. Subtle lighting effects present in such environments usually include a significant amount of occlusion effects and lighting variation. These effects are important for realistic renderings of such natural environments; however, plausible lighting and full global illumination computation come at prohibitive costs especially for interactive viewing. As a solution to this problem, we pr… Show more

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Cited by 24 publications
(23 citation statements)
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“…Context based solutions. There are other studies which target specific applications, such as molecular visualization [15], tree [16] or character [17,18] rendering. These methods are based on approximations or assumptions valid only in a particular context and are therefore not related to this work.…”
Section: Ambient Occlusion Computationmentioning
confidence: 99%
“…Context based solutions. There are other studies which target specific applications, such as molecular visualization [15], tree [16] or character [17,18] rendering. These methods are based on approximations or assumptions valid only in a particular context and are therefore not related to this work.…”
Section: Ambient Occlusion Computationmentioning
confidence: 99%
“…There are other research papers such as [Kontkanen and Aila 2006;Hegeman et al 2006;Wassenius 2005] targeting specific applications such as animated characters, trees, etc. Solely precomputation based static methods such as PRT (Precomputed Radiance Transfer) [Sloan 2006;Sloan et al 2002;James and Fatahalian 2003], baked-AO (such as [ShadeVis 2006]) are less flexible yet simpler solutions for static ambient occlusion.…”
Section: Related Workmentioning
confidence: 99%
“…One major advantage of the distant-occluder approach as compared to [Ren et al 2006;Bunnell 2005;Hegeman et al 2006;Kontkanen and Laine 2005] is that we use the various GPU units to their advantage. We achieve frame-rates in excess of 80 fps on a nVidia GeForce 8800GTX for over 6,000 spheres (using the distantoccluder approach alone); this is because, regardless of the number of spheres present in the scene, the rasterizer clips the billboards to the view-frustum and generates the targeted fragments.…”
Section: Issues and Advantagesmentioning
confidence: 99%
“…Other authors [11] adaptat [10] to the GPU so that the ambient occlusion is computed directly in the fragment shader. Another approach for real-time illumination of trees is [12]. In this work, ellipsoidal occluders that describe the shape of the tree are evaluated at run time.…”
Section: Illuminationmentioning
confidence: 99%