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The ambient occlusion map (middle image) for this scene darkens only the innermost angles of corners. 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.
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.
Ray-traced ambient occlusion; S. ... Screen space directional occlusion; V. Volumetric path tracing This page was last edited on 28 September 2013, at 01:16 ...
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)
Ray-traced ambient occlusion is a computer graphics technique and ambient occlusion global illumination algorithm using ray-tracing. [1] [2] [3] References
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.
The first technical meeting dedicated to NPR was the ACM-sponsored Symposium on Non-Photorealistic Rendering and Animation [3] (NPAR) in 2000. NPAR is traditionally co-located with the Annecy Animated Film Festival, [ 4 ] running on even numbered years.
Support of different illumination models (Phong reflection model, toon shading, ambient occlusion) Large (out-of-core) data visualization (using an OpenCL octree raycaster) Streamline-based vector field visualization; Multimodal volume rendering; Geometry rendering with support for order-independent transparency