Ambient obscurance baking on the GPU

@inproceedings{Sloan2013AmbientOB,
  title={Ambient obscurance baking on the GPU},
  author={Peter-Pike J. Sloan and Jason Tranchida and Jie Zhou and Ladislav Kavan},
  booktitle={SIGGRAPH ASIA Technical Briefs},
  year={2013}
}
Ambient Occlusion and Ambient Obscurance are coarse approximations to global illumination from ambient lighting, commonly used in film and games. This paper describes a system that computes Ambient Obscurance over the vertices of complex polygon meshes. Novel contributions include pre-processing necessary for "triangle soup" scene representations to minimize artifacts, a compact model for different classes of instanced decorator objects such as trees and shrubs, a compact model for pre-computed… CONTINUE READING

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