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dc.contributor.authorHerholz, Sebastianen_US
dc.contributor.authorSchairer, Timoen_US
dc.contributor.authorSchilling, Andreasen_US
dc.contributor.authorStraßer, Wolfgangen_US
dc.contributor.editorMichael Goesele and Thorsten Grosch and Holger Theisel and Klaus Toennies and Bernhard Preimen_US
dc.date.accessioned2013-11-08T10:35:23Z
dc.date.available2013-11-08T10:35:23Z
dc.date.issued2012en_US
dc.identifier.isbn978-3-905673-95-1en_US
dc.identifier.urihttp://dx.doi.org/10.2312/PE/VMV/VMV12/071-078en_US
dc.description.abstractIn this paper we present a new algorithm for real-time directional occlusion sampling. We combine the real-time capabilities of Screen Space Ambient Occlusion (SSAO) with the Spherical Harmonics (SH) representation of local directional occlusion. SH are well established and used in modern off-line rendering implementations such as PantaRay [PFHA10]. Through our combination we are able to transfer a method for realistic local directional occlusion effects from offline rendering to dynamic real-time applications. These local occlusion effects react to the environmental lighting situation and lead to dynamic and colored local occlusion shadows while only generating a small computational overhead compared to SSAO. Unlike other real-time directional occlusion algorithms such as Screen Space Direction Occlusion (SSDO) [RGS09] our occlusion sampling is separated from the actual lighting process and therefore can be easily integrated in existing SH lighting methods such as Irradiance Volumes [GSHG98]. We furthermore extend our algorithm to include first bounce indirect illumination effects.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectI.3.7 [Computer Graphics]en_US
dc.subjectThree Dimensional Graphics and Realismen_US
dc.subjectColoren_US
dc.subjectshadingen_US
dc.subjectshadowingen_US
dc.subjectand textureen_US
dc.titleScreen Space Spherical Harmonic Occlusionen_US
dc.description.seriesinformationVision, Modeling and Visualizationen_US


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    ISBN 978-3-905673-95-1

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