Show simple item record

dc.contributor.authorBokšanský, Jakuben_US
dc.contributor.authorPospíšil, Adamen_US
dc.contributor.authorBittner, Jiříen_US
dc.contributor.editorMatthias Zwicker and Pedro Sanderen_US
dc.date.accessioned2017-06-19T06:53:03Z
dc.date.available2017-06-19T06:53:03Z
dc.date.issued2017
dc.identifier.isbn978-3-03868-045-1
dc.identifier.issn1727-3463
dc.identifier.urihttp://dx.doi.org/10.2312/sre.20171192
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/sre20171192
dc.description.abstractAmbient occlusion is one of the commonly used methods to increase visual fidelity in real-time rendering applications. We propose several extensions of the recently introduced volumetric ambient occlusion method. These extensions improve the properties of the methods with a particular focus on the quality vs performance tradeoff and wide applicability in contemporary games. We describe the implementation of the proposed algorithm and its extensions. We implemented the method as a camera effect within the Unity game engine. The results show that our implementation compares favorably with the standard ambient occlusion in Unity both in terms of quality and speed.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectI.3.3 [Computer Graphics]
dc.subjectPicture/Image Generation
dc.subjectLine and curve generation
dc.titleVAO++: Practical Volumetric Ambient Occlusion for Gamesen_US
dc.description.seriesinformationEurographics Symposium on Rendering - Experimental Ideas & Implementations
dc.description.sectionheadersLighting and Shading
dc.identifier.doi10.2312/sre.20171192
dc.identifier.pages31-39


Files in this item

Thumbnail
Thumbnail

This item appears in the following Collection(s)

Show simple item record