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Screen-space Bent Cones: A Practical Approach

MPG-Autoren
http://pubman.mpdl.mpg.de/cone/persons/resource/persons44791

Klehm,  Oliver
Computer Graphics, MPI for Informatics, Max Planck Society;

http://pubman.mpdl.mpg.de/cone/persons/resource/persons45449

Seidel,  Hans-Peter
Computer Graphics, MPI for Informatics, Max Planck Society;

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Zitation

Klehm, O., Ritschel, T., Eisemann, E., & Seidel, H.-P. (2012). Screen-space Bent Cones: A Practical Approach. In W. Engel (Ed.), GPU Pro 3 (pp. 191-207). New York, NY: CRC Press.


Zitierlink: http://hdl.handle.net/11858/00-001M-0000-0015-1476-6
Zusammenfassung
Ambient occlusion (AO) is a popular technique for visually improving both real-time as well as offline rendering. It decouples occlusion and shading providing a gain in efficiency. This results in an average occlusion that modulates the surface shading. However, this also reduces realism due to the lack of directional information. Bent normals were proposed as an amelioration that addresses this issue for offline rendering. Here, we describe how to compute bent normals as a cheap by-product of screen-space ambient occlusion (SSAO). Bent cones extend bent normals to further improve realism. These extensions combine the speed and simplicity of AO with physically more plausible lighting.