SIGGRAPH 2009: Talks 2009
DOI: 10.1145/1597990.1598035
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Multi-layer dual-resolution screen-space ambient occlusion

Abstract: Figure 1: Ambient occlusion without any shading. (a) 90 fps, single-layer dual-resolution screen space ambient occlusion (SSAO) with 8x16 depth samples per AO pixel. (b) 35 fps, multi-layer dual-resolution SSAO with 3 depth-peeled layers, and 3x8x16 depth samples per AO pixel. (c) 21 fps, full-resolution SSAO with 3 depth-peeled layers. (d) 2min 45s, reference ray-traced AO using Gelato with 64 rays per pixel. (e) Breakdown of image (b) where the green pixels are rendered with full-resolution AO and the others… Show more

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Cited by 50 publications
(44 citation statements)
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“…Lower resolution (mipmapped) depth buffers can be used for sampling farther from the receiver as done by [Bavoil and Sainz 2009] [Hoang andLow 2012] [McGuire et al 2012]. An artefact-free sampling of this multi-resolution representation is not a trivial task, as shown in [Snyder and Nowrouzezahrai 2008].…”
Section: Previous Workmentioning
confidence: 99%
See 2 more Smart Citations
“…Lower resolution (mipmapped) depth buffers can be used for sampling farther from the receiver as done by [Bavoil and Sainz 2009] [Hoang andLow 2012] [McGuire et al 2012]. An artefact-free sampling of this multi-resolution representation is not a trivial task, as shown in [Snyder and Nowrouzezahrai 2008].…”
Section: Previous Workmentioning
confidence: 99%
“…Because we in this paper advocate a high quality and physically correct SSAO, we find more promise in approaches that attempt to fill the missing scene geometry with real information of the scene instead of fitting a scene-dependent assumption. In previous work such information has been introduced in the form of multiple depth layers [Bavoil and Sainz 2009] and multiple views [Vardis et al 2013]. Extending our method into that direction is left as future work.…”
Section: Limitations Of Depth Buffer Geometrymentioning
confidence: 99%
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“…Introduced by Zhukov et al [1998] as one part of ambient obscurance, AO has been extensively researched for use in dynamic environments with static models. The approaches can be divided into screen-space methods [Mittring 2007;Bavoil et al 2008;Kajalin 2009;Bavoil and Sainz 2009] or world-space methods [Kontkanen and Laine 2005;McGuire 2010;Loos and Sloan 2010].…”
Section: Ambient Occlusionmentioning
confidence: 99%
“…Ray tracing methods are the gold standard for quality, but take minutes to evaluate. Recent screen space methods (e.g., [Mittring 2007;Kajalin 2009;Bavoil and Sainz 2009;Szirmay-Kalos et al 2009]) are well suited to console games because they execute in only a few milliseconds at HD resolution. However, they sacrifice significant quality for that performance and do not improve under the higher sample rates possible on today's GPUs.…”
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confidence: 99%