Stenciled Volumetric Ambient Occlusion

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Date
2022
Journal Title
Journal ISSN
Volume Title
Publisher
The Eurographics Association
Abstract
Screen-space Ambient Occlusion (AO) is commonly used in games to calculate the exposure of each pixel to ambient lighting with the help of a depth buffer. Due to its screen-space nature, it suffers from several artifacts if depth information is missing. Stochastic-Depth AO [VSE21] was introduced to minimize the probability of missing depth information, however, rendering a full stochastic depth map can be very expensive. We introduce a novel rendering pipeline for AO that divides the AO pass into two phases, which allows us to create a stochastic depth map for only a subset of pixels, in order to decrease the rendering time drastically. We also introduce a variant that replaces the stochastic depth map with ray tracing that has competitive performance. Our AO variants are based on Volumetric AO [LS10], which produces similar effects compared to the commonly used horizon-based AO [BSD08], but requires less texture samples to produce good results.
Description

CCS Concepts: Computing methodologies --> Rasterization; Ray tracing; Visibility

        
@inproceedings{
10.2312:sr.20221153
, booktitle = {
Eurographics Symposium on Rendering
}, editor = {
Ghosh, Abhijeet
and
Wei, Li-Yi
}, title = {{
Stenciled Volumetric Ambient Occlusion
}}, author = {
Brüll, Felix
and
Kern, René
and
Grosch, Thorsten
}, year = {
2022
}, publisher = {
The Eurographics Association
}, ISSN = {
1727-3463
}, ISBN = {
978-3-03868-187-8
}, DOI = {
10.2312/sr.20221153
} }
Citation