Stereo-consistent screen-space ambient occlusion

IF 1.4 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING
Pei-Bei Shi, M. Billeter, E. Eisemann
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引用次数: 4

Abstract

Screen-space ambient occlusion (SSAO) shows high efficiency and is widely used in real-time 3D applications. However, using SSAO algorithms in stereo rendering can lead to inconsistencies due to the differences in the screen-space information captured by the left and right eye. This will affect the perception of the scene and may be a source of viewer discomfort. In this paper, we show that the raw obscurance estimation part and subsequent filtering are both sources of inconsistencies. We developed a screen-space method involving both views in conjunction, leading to a stereo-aware raw obscurance estimation method and a stereo-aware bilateral filter. The results show that our method reduces stereo inconsistencies to a level comparable to geometry-based AO solutions, while maintaining the performance benefits of a screen-space approach.
立体一致的屏幕空间环境遮挡
屏幕空间环境遮挡(SSAO)具有很高的效率,在实时3D应用中得到了广泛的应用。然而,在立体渲染中使用SSAO算法可能会由于左眼和右眼捕获的屏幕空间信息的差异而导致不一致。这将影响对场景的感知,并且可能是观看者不适的来源。在本文中,我们证明了原始模糊度估计部分和随后的滤波都是不一致的来源。我们开发了一种将两个视图结合使用的屏幕空间方法,从而产生了一种立体声感知的原始模糊度估计方法和立体声感知的双边滤波器。结果表明,我们的方法将立体不一致性降低到与基于几何的AO解决方案相当的水平,同时保持了屏幕空间方法的性能优势。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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CiteScore
2.90
自引率
0.00%
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