Close
Metadata

Identity statement area
Reference TypeConference Paper (Conference Proceedings)
Sitesibgrapi.sid.inpe.br
Identifier8JMKD3MGPBW34M/3CETK52
Repositorysid.inpe.br/sibgrapi/2012/08.15.10.30
Last Update2012:08.15.10.30.35 celes@inf.puc-rio.br
Metadatasid.inpe.br/sibgrapi/2012/08.15.10.30.35
Metadata Last Update2020:02.19.02.18.29 administrator
Citation KeyFaveraCele:2012:AmOcUs
TitleAmbient occlusion using cone tracing with scene voxelization
FormatDVD, On-line.
Year2012
Access Date2021, Apr. 14
Number of Files1
Size6758 KiB
Context area
Author1 Favera, Eduardo Ceretta Dalla
2 Celes, Waldemar
Affiliation1 Computer Science Department, PUC-Rio
2 Computer Science Department, PUC-Rio
EditorFreitas, Carla Maria Dal Sasso
Sarkar, Sudeep
Scopigno, Roberto
Silva, Luciano
e-Mail Addressceles@inf.puc-rio.br
Conference NameConference on Graphics, Patterns and Images, 25 (SIBGRAPI)
Conference LocationOuro Preto
DateAug. 22-25, 2012
PublisherIEEE Computer Society
Publisher CityLos Alamitos
Book TitleProceedings
Tertiary TypeFull Paper
History2012-09-20 16:45:34 :: celes@inf.puc-rio.br -> administrator :: 2012
2020-02-19 02:18:29 :: administrator -> :: 2012
Content and structure area
Is the master or a copy?is the master
Content Stagecompleted
Transferable1
Content TypeExternal Contribution
KeywordsAmbient occlusion, cone tracing, global ilumination.
AbstractAmbient occlusion is a low-cost technique to simulate indirect ambient illumination in a realistic way. The goal is to estimate the amount of incident ambient light at each visible point. In this paper, we propose a novel ambient occlusion method that produces good quality results in real time. Using an efficient voxelization algorithm, we create a volumetric description of the scene geometry in a regular grid. During scene rendering, the hemisphere around each visible point is sampled by a set of cones, each one representing a package of rays. The volume of each cone is sampled by a series of spheres. The obstructed volumes of the spheres are used to estimate the amount of rays that are blocked by the scene geometry. The final ambient occlusion at each visible point is computed by considering all cones in the hemisphere. This approach has shown to be quite adequate: the intersection of each sphere with the voxelized scene is performed in a very efficient manner, and good quality results are achieved with a small number of cones. Computational experiments demonstrate the efficiency and effectiveness of our proposal.
source Directory Contentthere are no files
agreement Directory Content
agreement.html 15/08/2012 07:30 0.7 KiB 
Conditions of access and use area
data URLhttp://urlib.net/rep/8JMKD3MGPBW34M/3CETK52
zipped data URLhttp://urlib.net/zip/8JMKD3MGPBW34M/3CETK52
Languageen
Target Filemain.pdf
User Groupceles@inf.puc-rio.br
Visibilityshown
Allied materials area
Mirror Repositorysid.inpe.br/banon/2001/03.30.15.38.24
Host Collectionsid.inpe.br/banon/2001/03.30.15.38
Notes area
Empty Fieldsaccessionnumber archivingpolicy archivist area callnumber copyholder copyright creatorhistory descriptionlevel dissemination documentstage doi edition electronicmailaddress group holdercode isbn issn label lineage mark nextedition nexthigherunit notes numberofvolumes orcid organization pages parameterlist parentrepositories previousedition previouslowerunit progress project readergroup readpermission resumeid rightsholder secondarydate secondarykey secondarymark secondarytype serieseditor session shorttitle sponsor subject tertiarymark type url versiontype volume

Close