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dc.contributor.authorKlehm, Oliveren_US
dc.contributor.authorRitschel, Tobiasen_US
dc.contributor.authorEisemann, Elmaren_US
dc.contributor.authorSeidel, Hans-Peteren_US
dc.contributor.editorPeter Eisert and Joachim Hornegger and Konrad Polthieren_US
dc.date.accessioned2013-10-31T11:48:44Z
dc.date.available2013-10-31T11:48:44Z
dc.date.issued2011en_US
dc.identifier.isbn978-3-905673-85-2en_US
dc.identifier.urihttp://dx.doi.org/10.2312/PE/VMV/VMV11/177-182en_US
dc.description.abstractAmbient 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.publisherThe Eurographics Associationen_US
dc.subjectI.3.7 [Computer Graphics]en_US
dc.subjectThree Dimensional Graphics and Realismen_US
dc.subjectI.337 [Computer Graphics]en_US
dc.subjectColoren_US
dc.subjectShadingen_US
dc.subjectShadowing and Textureen_US
dc.titleBent Normals and Cones in Screen-spaceen_US
dc.description.seriesinformationVision, Modeling, and Visualization (2011)en_US


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  • VMV11
    ISBN 978-3-905673-85-2

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