2013 International Conference on Computer-Aided Design and Computer Graphics 2013
DOI: 10.1109/cadgraphics.2013.26
|View full text |Cite
|
Sign up to set email alerts
|

Screen-Space Ambient Occlusion Using A-Buffer Techniques

Abstract: Computing ambient occlusion in screen-space (SSAO) is a common technique in real-time rendering applications which use rasterization to process 3D triangle data. However, one of the most critical problems emerging in screenspace is the lack of information regarding occluded geometry which does not pass the depth test and is therefore not resident in the G-buffer. These occluded fragments may have an impact on the proximity-based shadowing outcome of the ambient occlusion pass. This not only decreases image qua… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1
1

Citation Types

0
5
0

Year Published

2014
2014
2021
2021

Publication Types

Select...
4
1
1

Relationship

1
5

Authors

Journals

citations
Cited by 8 publications
(5 citation statements)
references
References 19 publications
0
5
0
Order By: Relevance
“…It is important to represent and restore abundant geometric information with a limited number of fragments in a multi‐fragment rendering. For example, many screen‐space rendering algorithms [BCL∗07, BKKB13, MMNL14, FHSS18] use a limited number of fragments to calculate the geometric interactions for dynamic rendering effects in real‐time.…”
Section: Methodsmentioning
confidence: 99%
See 1 more Smart Citation
“…It is important to represent and restore abundant geometric information with a limited number of fragments in a multi‐fragment rendering. For example, many screen‐space rendering algorithms [BCL∗07, BKKB13, MMNL14, FHSS18] use a limited number of fragments to calculate the geometric interactions for dynamic rendering effects in real‐time.…”
Section: Methodsmentioning
confidence: 99%
“…Specifically, this technique performs two rendering processes in a common graphics processing units (GPU) pipeline (i.e., raster‐based graphics), including the storage of three‐dimensional (3D) geometric information into framebuffers and the generation of final images by exploiting the stored geometric information (i.e., screen‐space information). The memory access capabilities of modern graphics hardware allow multi‐fragment rendering to utilize screen‐space geometric information, which helps increase the demand for screen‐space or deferred rendering algorithms [KG13, MY18] in real‐time such as order‐independent‐transparency (OIT) [VPF15, MKKP18], dynamic photorealistic rendering techniques [BKKB13, MMNL14, FHSS18], and interactive scientific visualizations (e.g., multivariate surface data representations [RASS16] or hybrid data representations for the fusion of multiple volumetric and potentially transparent surface data [LFS∗15]).…”
Section: Introductionmentioning
confidence: 99%
“…This way, the AO estimator is improved, at the cost of slightly overestimating occlusion. Moreover, Bauer et al [BKKB13] stored additional properties for translucent objects, such as opacity, on an linked-list A-buffer and computed AO using a modified estimator, considering both the interior and exterior occlusion of objects. For each sample covered by translucent objects, AO is computed for each fragment in the list separately.…”
Section: Global Illumination (Gi)mentioning
confidence: 99%
“…These capabilities can be used to implement an A‐Buffer [Car84], which stores the fragments generated during rasterization, to enable order‐independent transparency and a large number of other multi‐fragment effects. In particular, it has already been used for screen‐space ambient occlusion [BKB13], depth of field [YWY10], screen‐space collision detection [JH08], illustrative visualization for computer aided design (CAD) applications [CFM*12], constructive solid geometry (CSG) operations [RFV13] or nearest‐neighbor search algorithms [RBA08,BGO09].…”
Section: Introductionmentioning
confidence: 99%