Klehm, OliverRitschel, TobiasEisemann, ElmarSeidel, Hans-PeterPeter Eisert and Joachim Hornegger and Konrad Polthier2013-10-312013-10-312011978-3-905673-85-2https://doi.org/10.2312/PE/VMV/VMV11/177-182Ambient 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.I.3.7 [Computer Graphics]Three Dimensional Graphics and RealismI.337 [Computer Graphics]ColorShadingShadowing and TextureBent Normals and Cones in Screen-space