Abstract
Ambient Occlusion is a great post-process illumination method to enhance realistic visuals in 3D real-time rendered scenes. Its approximate indirect lighting calculation is considered as an essential, especially for concave, detailed corners. However, its operation on non-occluded surfaces often leads to considerable performance waste. This paper presents a straightforward solution to address this problem, by highlighting places of interest where Ambient Occlusion is likely to occur. Potential occlusion can be examined by checking contact surfaces where meshes are close to each other. With our algorithm, renderers can avoid unwanted surplus computations, achieving moderate performance improvement. Rendering tests are done in Windows 10 PC with NVIDIA GeForce GTX 1070 graphics card and Intel® Core™ i7-6700 K 4.00 GHz CPU.
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Acknowledgements
This work has supported by Basic Science Research Program through the National Research Foundation of Korea (NRF) funded by the Ministry of Education (Grand No. NRF-2019R1I1A3A01061310).
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Park, S., Baek, N. (2020). Outline-Dependent Screen-Space Ambient Occlusion. In: Kim, K., Kim, HY. (eds) Information Science and Applications. Lecture Notes in Electrical Engineering, vol 621. Springer, Singapore. https://doi.org/10.1007/978-981-15-1465-4_20
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DOI: https://doi.org/10.1007/978-981-15-1465-4_20
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