Ambient Occlusion Patrick Cozzi University of Pennsylvania CIS 565 - Fall 2013.

Slides:



Advertisements
Similar presentations
Exploration of advanced lighting and shading techniques
Advertisements

CS123 | INTRODUCTION TO COMPUTER GRAPHICS Andries van Dam © 1/16 Deferred Lighting Deferred Lighting – 11/18/2014.
Parallax-Interpolated Shadow Map Occlusion
Ray tracing. New Concepts The recursive ray tracing algorithm Generating eye rays Non Real-time rendering.
Graphics Pipeline.
1 Graphics CSCI 343, Fall 2013 Lecture 18 Lighting and Shading.
Computer graphics & visualization Global Illumination Effects.
Lecture 14 Illumination II – Global Models
Real-Time Rendering Self-Shadowing
Computer Graphics In4/MSc Computer Graphics Lecture Notes #15 Illumination III View Independent Rendering.
Week 10 - Monday.  What did we talk about last time?  Global illumination  Shadows  Projection shadows  Soft shadows.
3D Graphics Rendering and Terrain Modeling
Two Methods for Fast Ray-Cast Ambient Occlusion Samuli Laine and Tero Karras NVIDIA Research.
Part I: Basics of Computer Graphics
Week 9 - Wednesday.  What did we talk about last time?  Fresnel reflection  Snell's Law  Microgeometry effects  Implementing BRDFs  Image based.
1 Dr. Scott Schaefer Shadows. 2/40 Shadows Shadows provide clues about depth Make scenes appear more realistic.
Computer graphics & visualization Pre-Computed Radiance Transfer PRT.
Computer Graphics - Class 10
Ray Tracing Tutorial. Ray Casting One type of visibility algorithm.
Real-Time Rendering Paper Presentation Imperfect Shadow Maps for Efficient Computation of Indirect Illumination T. Ritschel T. Grosch M. H. Kim H.-P. Seidel.
Photon Tracing with Arbitrary Materials Patrick Yau.
GLSL Applications: 2 of 2 Patrick Cozzi University of Pennsylvania CIS Spring 2011.
Real-Time High Quality Rendering COMS 6160 [Fall 2004], Lecture 4 Shadow and Environment Mapping
Visualization Enhancements of Dense Particle Data Sets James L. Bigler School of Computing University of Utah November 8, 2004.
Image-Based Proxy Accumulation for Real-Time Soft Global Illumination Peter-Pike Sloan, Naga K. Govindaraju, Derek Nowrouzezahrai *, John Snyder Microsoft.
CIS 681 Distributed Ray Tracing. CIS 681 Anti-Aliasing Graphics as signal processing –Scene description: continuous signal –Sample –digital representation.
Use of Silhouette Edges and Ambient Occlusion in Particle Visualization James L. Bigler School of Computing August 16, 2004 Oral defense of.
Post-rendering Cel Shading & Bloom Effect
CSC418 Computer Graphics n Raytracing n Shadows n Global Illumination.
Integration Of CG & Live-Action For Cinematic Visual Effects by Amarnath Director, Octopus Media School.
Deep Screen Space Oliver Nalbach, Tobias Ritschel, Hans-Peter Seidel.
CS 445 / 645: Introductory Computer Graphics
Shadows Computer Graphics. Shadows Shadows Extended light sources produce penumbras In real-time, we only use point light sources –Extended light sources.
Ray Tracing Primer Ref: SIGGRAPH HyperGraphHyperGraph.
Technology and Historical Overview. Introduction to 3d Computer Graphics  3D computer graphics is the science, study, and method of projecting a mathematical.
Tone Mapping Software Photomatix Pro Application to Photography Konferenz und Workshop '05 Reality-Based Visualization.
Jonathan M Chye Technical Supervisor : Mr Matthew Bett 2010.
CSC418 Computer Graphics n Illumination n Lights n Lightinging models.
09/11/03CS679 - Fall Copyright Univ. of Wisconsin Last Time Graphics Pipeline Texturing Overview Cubic Environment Mapping.
CS447/ Realistic Rendering -- Radiosity Methods-- Introduction to 2D and 3D Computer Graphics.
Penumbra Deep Shadow Maps Jean-Francois St-Amour, LIGUM – Université de Montreal Eric Paquette, LESIA - ETS Pierre Poulin, LIGUM – Université de Montreal.
Basic Ray Tracing CMSC 435/634. Visibility Problem Rendering: converting a model to an image Visibility: deciding which objects (or parts) will appear.
Week 10 - Wednesday.  What did we talk about last time?  Shadow volumes and shadow mapping  Ambient occlusion.
CS-378: Game Technology Lecture #4: Texture and Other Maps Prof. Okan Arikan University of Texas, Austin V Lecture #4: Texture and Other Maps.
Shadows. Shadows is important in scenes, consolidating spatial relationships “Geometric shadows”: the shape of an area in shadow Early days, just pasted.
1 Perception and VR MONT 104S, Fall 2008 Lecture 21 More Graphics for VR.
Efficient Methods for Ambient Lighting Tamás Umenhoffer Balázs Tóth László Szirmay-Kalos.
Radiosity Jian Huang, CS594, Fall 2002 This set of slides reference the text book and slides used at Ohio State.
Advanced Computer Graphics Shadow Techniques CO2409 Computer Graphics Week 20.
Basic Ray Tracing CMSC 435/634.
Global Illumination. Local Illumination  the GPU pipeline is designed for local illumination  only the surface data at the visible point is needed to.
Real-Time Depth Buffer Based Ambient Occlusion
Rendering & Compositing Jeremy Huddleston Companion Maya/Renderman/Shake Data:
Ray Tracing Fall, Introduction Simple idea  Forward Mapping  Natural phenomenon infinite number of rays from light source to object to viewer.
CSCE 441: Computer Graphics Ray Tracing
COMPUTER GRAPHICS CS 482 – FALL 2015 SEPTEMBER 29, 2015 RENDERING RASTERIZATION RAY CASTING PROGRAMMABLE SHADERS.
Nic Shulver, 3D with Ray Tracing What is Ray Tracing? l“In computer graphics, an advanced technique for adding realism to an image.
Module 06 –environment mapping Module 06 – environment mapping Module 06 Advanced mapping techniques: Environment mapping.
COMPUTER GRAPHICS CS 482 – FALL 2015 OCTOBER 27, 2015 SCATTERING LIGHT SCATTERING PHYSICALLY BASED SCATTERING SUBSURFACE SCATTERING AMBIENT OCCLUSION.
CDS 301 Fall, 2008 From Graphics to Visualization Chap. 2 Sep. 3, 2009 Jie Zhang Copyright ©
Distributed Ray Tracing. Can you get this with ray tracing?
Visualization of Scanned Cave Data with Global Illumination
3D Graphics Rendering PPT By Ricardo Veguilla.
Lighting.
Chapter XVI Texturing toward Global Illumination
Key to Effective Lighting: Shadow
CS-378: Game Technology Lecture #4: Texture and Other Maps
Patrick Cozzi University of Pennsylvania CIS Fall 2012
Frame Buffer Applications
Real-time Global Illumination with precomputed probe
Presentation transcript:

Ambient Occlusion Patrick Cozzi University of Pennsylvania CIS Fall 2013

Ambient Occlusion Ambient Occlusion (AO)  "shadowing of ambient light“  "darkening of the ambient shading contribution“ Image from Bavoil and Sainz.

Ambient Occlusion  "the crevices of the model are realistically darkened, and the exposed parts of the model realistically receive more light and are thus brighter“  "the soft shadow generated by a sphere light of uniform intensity surrounding the scene"

Ambient Occlusion Images courtesy of A K Peters, Ltd. Evenly lit from all directions Ambient Occlusion Global Illumination

Ambient Occlusion Image from Bavoil and Sainz. "the integral of the occlusion contributed from inside a hemisphere of a given radius R, centered at the current surface point P and oriented towards the normal n at P"

Object Space Ambient Occlusion AO does not depend on light direction Precompute AO for static objects using ray casting  How many rays?  How far do they go?  Local objects? Or all objects?

Object Space Ambient Occlusion Image courtesy of A K Peters, Ltd. Cosine weight rays or use importance sampling: cosine distribute number of rays

Object Space Ambient Occlusion Depends on scene complexity Stored in textures or vertices How can we  Support dynamic scenes  Be independent of scene complexity

Screen Space Ambient Occlusion Apply AO as a post processing effect using a combination of depth, normal, and position buffers Not physically correct but plausible Visual quality depends on  Screen resolution  Number of buffers  Number of samples

Depth Buffer

Normal Buffer

View Space Eye Position Buffer

Screen Space Ambient Occlusion Images courtesy of A K Peters, Ltd.

Screen Space Ambient Occlusion Image from Martin Mittring.

Screen Space Ambient Occlusion Image from Mike Pan. Blur depth buffer Subtract it from original depth buffer Scale and clamp image, then subtract from original Superficially resembles AO but fast