Bent Normals and Cones in Screen-space
Abstract
Ambient occlusion (AO) is a popular technique for real-time as well as offline rendering. One of its benefits is a gain in efficiency due to the fact that occlusion and shading are decoupled which results in an average occlusion that modulates the surface shading. Its main drawback is a loss of realism due to the lack of directional occlusion and lighting. As a solution, the use of bent normals was proposed for offline rendering. This work describes how to compute bent normals and bent cones in combination with screen-space ambient occlusion. These extensions combine the speed and simplicity of AO with physically more plausible lighting.
BibTeX
@inproceedings {10.2312:PE:VMV:VMV11:177-182,
booktitle = {Vision, Modeling, and Visualization (2011)},
editor = {Peter Eisert and Joachim Hornegger and Konrad Polthier},
title = {{Bent Normals and Cones in Screen-space}},
author = {Klehm, Oliver and Ritschel, Tobias and Eisemann, Elmar and Seidel, Hans-Peter},
year = {2011},
publisher = {The Eurographics Association},
ISBN = {978-3-905673-85-2},
DOI = {10.2312/PE/VMV/VMV11/177-182}
}
booktitle = {Vision, Modeling, and Visualization (2011)},
editor = {Peter Eisert and Joachim Hornegger and Konrad Polthier},
title = {{Bent Normals and Cones in Screen-space}},
author = {Klehm, Oliver and Ritschel, Tobias and Eisemann, Elmar and Seidel, Hans-Peter},
year = {2011},
publisher = {The Eurographics Association},
ISBN = {978-3-905673-85-2},
DOI = {10.2312/PE/VMV/VMV11/177-182}
}