dc.contributor.author | Klehm, Oliver | en_US |
dc.contributor.author | Ritschel, Tobias | en_US |
dc.contributor.author | Eisemann, Elmar | en_US |
dc.contributor.author | Seidel, Hans-Peter | en_US |
dc.contributor.editor | Peter Eisert and Joachim Hornegger and Konrad Polthier | en_US |
dc.date.accessioned | 2013-10-31T11:48:44Z | |
dc.date.available | 2013-10-31T11:48:44Z | |
dc.date.issued | 2011 | en_US |
dc.identifier.isbn | 978-3-905673-85-2 | en_US |
dc.identifier.uri | http://dx.doi.org/10.2312/PE/VMV/VMV11/177-182 | en_US |
dc.description.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. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.subject | I.3.7 [Computer Graphics] | en_US |
dc.subject | Three Dimensional Graphics and Realism | en_US |
dc.subject | I.337 [Computer Graphics] | en_US |
dc.subject | Color | en_US |
dc.subject | Shading | en_US |
dc.subject | Shadowing and Texture | en_US |
dc.title | Bent Normals and Cones in Screen-space | en_US |
dc.description.seriesinformation | Vision, Modeling, and Visualization (2011) | en_US |