Volumetric ambient occlusion for volumetric models

This paper presents new algorithms to compute ambient occlusion for volumetric data. Ambient occlusion is used in video-games and film animation to mimic the indirect lighting of global illumination. We extend a novel interpretation of ambient occlusion to volumetric models that measures how big por...

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Detalhes bibliográficos
Autores: Ruiz Altisent, Marc, Szirmay-Kalos, László, Umenhoffer, Tamás, Boada, Imma, Feixas Feixas, Miquel, Sbert, Mateu
Formato: artículo
Estado:Versión aceptada para publicación
Fecha de publicación:2010
País:España
Recursos:Varias* (Consorci de Biblioteques Universitáries de Catalunya, Centre de Serveis Científics i Acadèmics de Catalunya)
Repositorio:Recercat. Dipósit de la Recerca de Catalunya
OAI Identifier:oai:recercat.cat:10256/12313
Acesso em linha:http://hdl.handle.net/10256/12313
Access Level:acceso abierto
Palavra-chave:Infografia
Computer graphics
Visualització (Informàtica)
Information display systems
Descrição
Resumo:This paper presents new algorithms to compute ambient occlusion for volumetric data. Ambient occlusion is used in video-games and film animation to mimic the indirect lighting of global illumination. We extend a novel interpretation of ambient occlusion to volumetric models that measures how big portion of the tangent sphere of a surface belongs to the set of occluded points, and propose statistically robust estimates for the ambient occlusion value. The data needed by this estimate can be obtained by separable filtering of the voxel array. As ambient occlusion is meant to obtain global illumination effects, it can provide decisive clues in interpreting the data. The new algorithms obtain smooth shading and can be computed at interactive rates, being thus appropriate for dynamic models exploration