Ambient occlusion for particles
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Ambient Occlusion for Particles. Encode global information in textures for use during rendering. Computes level of obscurances. Results. Movie 1 (show off some data sets) Movie 2 (use with direct lighting and shadows). Precomputation Time and Memory. Bullet. Fireball. Foam.

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Ambient Occlusion for Particles

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Ambient occlusion for particles

Ambient Occlusion for Particles

  • Encode global information in textures for use during rendering


Computes level of obscurances

Computes level of obscurances


Results

Results

  • Movie 1 (show off some data sets)

  • Movie 2 (use with direct lighting and shadows)


Precomputation time and memory

Precomputation Time and Memory

Bullet

Fireball

Foam

  • Using 20 R14K processors on an SGI Origin 3800 (muse.sci.utah.edu). Textures were 16x16 with 49 samples per texel.

543,088

33 min.

132 MB

955,000

66 min.

233 MB

952,755

261 min.

232 MB

7,157,720

12 hours

1,747 MB


Impact on performance

Impact on Performance

  • 10% slower than direct lighting alone.

  • However, using only the ambient occlusion values can yield as good as or better performance than direct lighting alone.


Images

Direct Lighting only

Images

Direct lighting with ambient occlusion textures

Ambient occlusion textures only

Cylinder 22

Bullet 6

Fireball 11


Impact on performance1

Impact on Performance

  • 10% slower than direct lighting alone.

  • However, using only the ambient occlusion values can yield as good as or better performance than direct lighting alone.


Ingredients for edges

Ingredients for Edges

  • Image buffer

  • Depth buffer

  • Edge detection kernel

  • Threshold for zero crossings

Laplacian kernel


Movies

Movies

  • Movie 1 (Varying the threshold and changing the view point and field of view)

  • Movie 2 (Time varying data)


Performance

Performance

A

B

C

D

E


Silhouette and ambient occlusion examples

Silhouette and Ambient Occlusion Examples


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