{"title":"在光线追踪环境遮挡中计算不均匀的环境光照","authors":"András Fridvalszky, B. Tóth","doi":"10.3311/ppee.20209","DOIUrl":null,"url":null,"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.","PeriodicalId":37664,"journal":{"name":"Periodica polytechnica Electrical engineering and computer science","volume":"29 1","pages":"248-252"},"PeriodicalIF":0.0000,"publicationDate":"2022-07-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Accounting for Non-Uniform Ambient Lighting in Ray Traced Ambient Occlusion\",\"authors\":\"András Fridvalszky, B. Tóth\",\"doi\":\"10.3311/ppee.20209\",\"DOIUrl\":null,\"url\":null,\"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.\",\"PeriodicalId\":37664,\"journal\":{\"name\":\"Periodica polytechnica Electrical engineering and computer science\",\"volume\":\"29 1\",\"pages\":\"248-252\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2022-07-11\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Periodica polytechnica Electrical engineering and computer science\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.3311/ppee.20209\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q3\",\"JCRName\":\"Computer Science\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Periodica polytechnica Electrical engineering and computer science","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.3311/ppee.20209","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"Computer Science","Score":null,"Total":0}
Accounting for Non-Uniform Ambient Lighting in Ray Traced Ambient Occlusion
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.
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).