Accounting for Non-Uniform Ambient Lighting in Ray Traced Ambient Occlusion

András Fridvalszky, B. Tóth
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Abstract

Ambient occlusion is a popular method to enhance the visuals of real-time applications. The generally accepted equation assumes that incoming ambient lighting is uniform in the enclosing hemisphere around the surface point. This assumption does not always hold and can cause artifacts. With screen-space techniques the artifact may not be present, because of the lack of information, but it becomes visible with more accurate methods. This is especially true for ray tracing based implementations which are widely used to create the ground truth image to measure other techniques. With recent advancements of the graphics hardware, they also found their way into real-time applications where these shortcomings were neither discussed nor addressed. In this paper we analyze the problem and demonstrate its presence in popular game engines. We also propose a ray tracing based extension to eliminate these artifact in a physically plausible way.
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在光线追踪环境遮挡中计算不均匀的环境光照
环境遮挡是增强实时应用程序视觉效果的一种流行方法。一般接受的方程假设入射环境光照在表面点周围的封闭半球是均匀的。这个假设并不总是成立,并且可能导致伪影。使用屏幕空间技术时,由于缺乏信息,工件可能不存在,但是使用更精确的方法,它变得可见。这对于基于光线追踪的实现来说尤其如此,它被广泛用于创建地面真实图像来测量其他技术。随着最近图形硬件的进步,它们也找到了进入实时应用程序的方法,而这些缺点既没有被讨论也没有被解决。在本文中,我们分析了这个问题,并证明了它在流行的游戏引擎中的存在。我们还提出了一种基于光线追踪的扩展,以一种物理上合理的方式消除这些伪影。
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来源期刊
Periodica polytechnica Electrical engineering and computer science
Periodica polytechnica Electrical engineering and computer science Engineering-Electrical and Electronic Engineering
CiteScore
2.60
自引率
0.00%
发文量
36
期刊介绍: The main scope of the journal is to publish original research articles in the wide field of electrical engineering and informatics fitting into one of the following five Sections of the Journal: (i) Communication systems, networks and technology, (ii) Computer science and information theory, (iii) Control, signal processing and signal analysis, medical applications, (iv) Components, Microelectronics and Material Sciences, (v) Power engineering and mechatronics, (vi) Mobile Software, Internet of Things and Wearable Devices, (vii) Solid-state lighting and (viii) Vehicular Technology (land, airborne, and maritime mobile services; automotive, radar systems; antennas and radio wave propagation).
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