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In 3D computer graphics, modeling, and animation, ambient occlusion is a shading and rendering technique used to calculate how exposed each point in a scene is to ambient lighting. For example, the interior of a tube is typically more occluded (and hence darker) than the exposed outer surfaces, and becomes darker the deeper inside the tube one ...
English: Comparison between one animation with ambient occlusion and another without it. Animation made by Paula Pavón Montañez and supervised by José Carlos Pavón Montañez (technical engineer in computer systems)
An image rendered using Mental Ray which demonstrates global illumination, photon maps, depth of field, ambient occlusion, glossy reflections, soft shadows and bloom. The primary feature of Mental Ray is the achievement of high performance through parallelism on both multiprocessor machines and across render farms.
Ambient occlusion (AO) Effect approximating, in an inexpensive way, one aspect of global illumination by taking into account how much ambient light is blocked by nearby geometry, adding visual clues about the shape. [3]: 446 Analytic model A mathematical model for a phenomenon to be simulated, e.g. some approximation to surface shading.
Path tracing naturally simulates many effects that have to be specifically added to other methods (conventional ray tracing or scanline rendering), such as soft shadows, depth of field, motion blur, caustics, ambient occlusion, and indirect lighting. Implementation of a renderer including these effects is correspondingly simpler.
Screen space directional occlusion (SSDO) is a computer graphics technique enhancing screen space ambient occlusion (SSAO) by taking direction into account to sample the ambient light (both the light coming directly at an object, as well as the light reflected off of the object directly behind it), to better approximate global illumination.
A variety of techniques including ambient occlusion, direct lighting with sampled shadow edges, and full radiosity [4] bounce light solutions are typically used. Modern 3D packages include specific plugins for applying light-map UV-coordinates, atlas-ing multiple surfaces into single texture sheets, and rendering the maps themselves.
Screen space ambient occlusion (SSAO) is a computer graphics technique for efficiently approximating the ambient occlusion effect in real time. It was developed by Vladimir Kajalin while working at Crytek and was used for the first time in 2007 by the video game Crysis , also developed by Crytek.