Analytic ambient occlusion using exact from-polygon visibility

This paper presents a new method to compute exact from-polygon visibility, as well as a possible application to the calculation of high quality ambient occlusion. The starting point of this work is a theoretical framework which allows to group lines together according to the geometry they intersect. By applying this study in the context of from-polygon visibility, we derive an analytical definition which permits us to group the view rays according to the first geometry they encounter. Our new algorithm encodes lazily the visibility from a polygon. In contrast to the previous works on from-polygon visibility, our approach is very robust. For each point in the scene, the algorithm efficiently calculates the exact fragments of visible geometry. By combining this information with a analytical definition of ambient occlusion, we achieve results that are not sensitive to noise or other visual imperfections, contrary to ambient occlusion methods which are based either on sampling or visibility approximations.

[1]  Morgan McGuire,et al.  Ambient occlusion volumes , 2010, I3D '10.

[2]  Lilian Aveneau,et al.  Fast and exact direct illumination , 2005, International 2005 Computer Graphics.

[3]  Lilian Aveneau,et al.  Coherent and Exact Polygon-to-Polygon Visibility , 2005, WSCG.

[4]  David M. Mount,et al.  Binary Space Partitions in Plücker Space , 1999, ALENEX.

[5]  Samuli Laine,et al.  Two Methods for Fast Ray‐Cast Ambient Occlusion , 2010, Comput. Graph. Forum.

[6]  Frédo Durand,et al.  The 3D visibility complex , 2002, TOGS.

[7]  Shaun Nirenstein,et al.  A low dimensional framework for exact polygon-to-polygon occlusion queries , 2005, EGSR '05.

[8]  Philip M. Hubbard,et al.  Interactive collision detection , 1993, Proceedings of 1993 IEEE Research Properties in Virtual Reality Symposium.

[9]  TariniMarco,et al.  Ambient Occlusion and Edge Cueing for Enhancing Real Time Molecular Visualization , 2006 .

[10]  Marc E. Pfetsch,et al.  Computing the face lattice of a polytope from its vertex-facet incidences , 2002, Comput. Geom..

[11]  Komei Fukuda,et al.  Double Description Method Revisited , 1995, Combinatorics and Computer Science.

[12]  Marco Pellegrini Ray Shooting and Lines in Space , 2004, Handbook of Discrete and Computational Geometry, 2nd Ed..

[13]  Kartic Subr,et al.  Interactive rendering of acquired materials on dynamic geometry using bandwidth prediction , 2012, I3D '12.

[14]  Hazel Everett,et al.  Towards an implementation of the 3D visibility skeleton , 2007, SCG '07.

[15]  David Avis,et al.  Reverse Search for Enumeration , 1996, Discret. Appl. Math..

[16]  Ji ˇ ´ Bittner,et al.  Hierarchical Techniques for Visibility Computations , 2002 .

[17]  Mateu Sbert,et al.  Volumetric Ambient Occlusion for Real-Time Rendering and Games , 2010, IEEE Computer Graphics and Applications.

[18]  Niklaus Wirth,et al.  Algorithms and Data Structures , 1989, Lecture Notes in Computer Science.

[19]  Sergey Zhukov,et al.  An Ambient Light Illumination Model , 1998, Rendering Techniques.

[20]  Frédo Durand,et al.  The visibility skeleton: a powerful and efficient multi-purpose global visibility tool , 1997, SIGGRAPH.

[21]  Valerio Pascucci,et al.  Splitting a complex of convex polytopes in any dimension , 1996, SCG '96.

[22]  Hayden Landis,et al.  Production-Ready Global Illumination , 2004 .

[23]  Marco Pellegrini Ray-shooting and Isotopy Classes of Lines in 3-Dimensional Space , 1991, WADS.

[24]  Martin Mittring,et al.  Finding next gen: CryEngine 2 , 2007, SIGGRAPH Courses.

[25]  George Drettakis,et al.  Approximate ambient occlusion for trees , 2006, I3D '06.

[26]  Michael Todd Bunnell,et al.  Dynamic Ambient Occlusion and Indirect Lighting , 2005 .

[27]  Daniel R. Baum,et al.  Improving radiosity solutions through the use of analytically determined form-factors , 1989, SIGGRAPH.

[28]  Edwin H. Blake,et al.  Exact From-Region Visibility Culling , 2002, Rendering Techniques.

[29]  Michael T. Goodrich,et al.  Selected papers from the International Workshop on Algorithm Engineering and Experimentation , 1999 .

[30]  Okan Arikan,et al.  Real-time ambient occlusion for dynamic character skins , 2007, SI3D.

[31]  Àlex Méndez-Feliu,et al.  Obscurances for ray-tracing , 2003, Eurographics.

[32]  Sylvain Lazard,et al.  On the Computation of 3D Visibility Skeletons , 2010, COCOON.

[33]  Timo Aila,et al.  Ambient occlusion for animated characters , 2006, EGSR '06.

[34]  Lilian Aveneau,et al.  A Framework for n-Dimensional Visibility Computations , 2011, Guide to Geometric Algebra in Practice.

[35]  Àlex Méndez-Feliu,et al.  From obscurances to ambient occlusion: A survey , 2009, The Visual Computer.

[36]  Andrew S. Glassner,et al.  Graphics Gems , 1990 .