{"title":"VAO++: Practical Volumetric Ambient Occlusion for Games","authors":"Jakub Boksanský, Adam Pospísil, Jiří Bittner","doi":"10.2312/sre.20171192","DOIUrl":null,"url":null,"abstract":"Ambient 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.","PeriodicalId":363391,"journal":{"name":"Eurographics Symposium on Rendering","volume":"7 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2017-06-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"9","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Eurographics Symposium on Rendering","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.2312/sre.20171192","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 9
Abstract
Ambient 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.