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Character shading in EA Sports MMA using projected Poisson disk based ambient occlusion

Published: 07 August 2011 Publication History

Abstract

In computer graphics, Ambient Occlusion (AO) is one of the quickest ways to add realism to a scene by approximating the effects of global illumination. While there are many different ways of approximating the effects of AO; Screen Space AO (SSAO) techniques have been utilized by plenty of games as these algorithms take full advantage of the custom fragment shading capabilities of today's GPUs.

References

[1]
Bavoil, L., Sainz, M., and Dimitrov, R. 2008. Image-space horizon-based ambient occlusion. In SIGGRAPH '08: ACM SIGGRAPH 2008 talks.
[2]
Filion, D., and Mcnaughton, R. 2008. Effects & techniques. In SIGGRAPH '08: ACM SIGGRAPH 2008 classes, 133--164.
[3]
Hargreaves, Shawn, Deferred Shading, http://www.talula.demon.co.uk/DeferredShading.pdf

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  1. Character shading in EA Sports MMA using projected Poisson disk based ambient occlusion

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      cover image ACM Conferences
      SIGGRAPH '11: ACM SIGGRAPH 2011 Posters
      August 2011
      92 pages
      ISBN:9781450309714
      DOI:10.1145/2037715
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      Published: 07 August 2011

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