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dc.contributor.authorKontkanen, Janneen_US
dc.contributor.authorAila, Timoen_US
dc.contributor.editorTomas Akenine-Moeller and Wolfgang Heidrichen_US
dc.date.accessioned2014-01-27T14:55:55Z
dc.date.available2014-01-27T14:55:55Z
dc.date.issued2006en_US
dc.identifier.isbn3-905673-35-5en_US
dc.identifier.issn1727-3463en_US
dc.identifier.urihttp://dx.doi.org/10.2312/EGWR/EGSR06/343-348en_US
dc.description.abstractWe present a novel technique for approximating ambient occlusion of animated objects. Our method automatically determines the correspondence between animation parameters and per-vertex ambient occlusion using a set of reference poses as its input. Then, at runtime, the ambient occlusion is approximated by taking a dot product between the current animation parameters and static per-vertex coefficients. According to our results, both the computational and storage requirements are low enough for the technique to be directly applicable to computer games running on current graphics hardware. The resulting images are also significantly more realistic than the commonly used static ambient occlusion solutions.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism- Color, shading, shadowing, and textureen_US
dc.titleAmbient Occlusion for Animated Charactersen_US
dc.description.seriesinformationSymposium on Renderingen_US


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