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High-quality object-space dynamic ambient occlusion for characters using Bi-level regression

Published: 21 May 2019 Publication History

Abstract

The widely used ambient occlusion (AO) technique provides an approximation of some global illumination effects and is efficient enough for use in real-time applications. Because it relies on computing the visibility from each point on a surface, AO computation is expensive for dynamically deforming objects, such as characters in particular. In this paper, we describe an algorithm for producing high-quality dynamically changing AO for characters. Our fundamental idea is to factorize the AO computation into a coarse-scale component in which visibility is determined by approximating spheres, and a fine-scale component that leverages a skinning-like algorithm for efficiency, with both components trained in a regression against ground-truth AO values. The resulting algorithm accommodates interactions with external objects and generalizes without requiring carefully constructed training data. Extensive comparisons illustrate the capabilities and advantages of our algorithm.

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Cited By

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  • (2024)DHR+S: distributed hybrid rendering with realistic real-time shadows for interactive thin client metaverse and game applicationsThe Visual Computer: International Journal of Computer Graphics10.1007/s00371-024-03501-440:7(4981-4991)Online publication date: 1-Jul-2024
  • (2022)Real-Time Ray-Traced Soft Shadows of Environmental Lighting by Conical Ray CullingProceedings of the ACM on Computer Graphics and Interactive Techniques10.1145/35226175:1(1-15)Online publication date: 4-May-2022
  • (2020)Photogrammetric 3D Reconstruction of Small Objects for a Real-Time FruitionAugmented Reality, Virtual Reality, and Computer Graphics10.1007/978-3-030-58465-8_28(375-394)Online publication date: 31-Aug-2020

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cover image ACM Conferences
I3D '19: Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
May 2019
152 pages
ISBN:9781450363105
DOI:10.1145/3306131
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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Published: 21 May 2019

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Author Tags

  1. ambient occlusion
  2. rendering
  3. skeletal animation
  4. skinning

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I3D '19
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I3D '19: Symposium on Interactive 3D Graphics and Games
May 21 - 23, 2019
Quebec, Montreal, Canada

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Overall Acceptance Rate 148 of 485 submissions, 31%

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Cited By

View all
  • (2024)DHR+S: distributed hybrid rendering with realistic real-time shadows for interactive thin client metaverse and game applicationsThe Visual Computer: International Journal of Computer Graphics10.1007/s00371-024-03501-440:7(4981-4991)Online publication date: 1-Jul-2024
  • (2022)Real-Time Ray-Traced Soft Shadows of Environmental Lighting by Conical Ray CullingProceedings of the ACM on Computer Graphics and Interactive Techniques10.1145/35226175:1(1-15)Online publication date: 4-May-2022
  • (2020)Photogrammetric 3D Reconstruction of Small Objects for a Real-Time FruitionAugmented Reality, Virtual Reality, and Computer Graphics10.1007/978-3-030-58465-8_28(375-394)Online publication date: 31-Aug-2020

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