Patrick Cozzi University of Pennsylvania CIS Fall 2012

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Presentation transcript:

Patrick Cozzi University of Pennsylvania CIS 565 - Fall 2012 Ambient Occlusion Patrick Cozzi University of Pennsylvania CIS 565 - Fall 2012

Ambient Occlusion Ambient Occlusion (AO) "shadowing of ambient light“ "darkening of the ambient shading contribution“ Ambient light - casts softest shadows Does not depend on light direction so it can be pre-computed for static objects Image from Bavoil and Sainz. http://developer.download.nvidia.com/SDK/10.5/direct3d/Source/ScreenSpaceAO/doc/ScreenSpaceAO.pdf

Ambient Occlusion Ambient Occlusion "the crevices of the model are realistically darkened, and the exposed parts of the model realistically receive more light and are thus brighter“ "the soft shadow generated by a sphere light of uniform intensity surrounding the scene"

Ambient Occlusion Image from Iñigo Quílez. http://iquilezles.org/www/articles/ssao/ssao.htm

Ambient Occlusion Evenly lit from all directions Ambient Occlusion AO is darker than GI because generally it does not account for interreflections. Evenly lit from all directions Ambient Occlusion Global Illumination Images courtesy of A K Peters, Ltd. http://www.realtimerendering.com/

Ambient Occlusion "the integral of the occlusion contributed from inside a hemisphere of a given radius R, centered at the current surface point P and oriented towards the normal n at P" Image from Bavoil and Sainz. http://developer.download.nvidia.com/SDK/10.5/direct3d/Source/ScreenSpaceAO/doc/ScreenSpaceAO.pdf

Object Space Ambient Occlusion AO does not depend on light direction Precompute AO for static objects using ray casting How many rays? How far do they go? Local objects? Or all objects?

Object Space Ambient Occlusion On the right, the bent normal is cosine-weighted average of unoccluded rays, can be used for direct lighting or looking up into irradiance environment maps. Cosine weight rays or use importance sampling: cosine distribute number of rays Image courtesy of A K Peters, Ltd. http://www.realtimerendering.com/

Object Space Ambient Occlusion Depends on scene complexity Stored in textures or vertices How can we Support dynamic scenes Be independent of scene complexity

Screen Space Ambient Occlusion Apply AO as a post processing effect using a combination of depth, normal, and position buffers Not physically correct but plausible Visual quality depends on Screen resolution Number of buffers Number of samples

Depth Buffer

Normal Buffer

View Space Eye Position Buffer

Screen Space Ambient Occlusion Crytek - Crysis Points distributed in a sphere around each fragment. AO is how many samples are in front of depth buffer. Weight samples based on distance to fragment (similar to offline obsurance factor; not cos weighted) Physically incorrect, but visually pleasing. Flat areas will have AO since whole sphere is used, not just hemisphere. How many samples? 200 for quality? 16 for performance? Convert banding artifacts into high frequency noise by varying sample for each pixel in a 4x4 block. Remove noise with a 4x4 blur pass. Images courtesy of A K Peters, Ltd. http://www.realtimerendering.com/

Screen Space Ambient Occlusion Image from Martin Mittring. http://developer.amd.com/documentation/presentations/legacy/Chapter8-Mittring-Finding_NextGen_CryEngine2.pdf

Screen Space Ambient Occlusion Image from Martin Mittring. http://developer.amd.com/documentation/presentations/legacy/Chapter8-Mittring-Finding_NextGen_CryEngine2.pdf

Screen Space Ambient Occlusion Unsharp mask [802] in RTR 3rd Blur depth buffer Subtract it from original depth buffer Scale and clamp image, then subtract from original Superficially resembles AO but fast Image from Mike Pan. http://mikepan.com