3D graphics eBook - Course Materials Repository
3D graphics eBook - Course Materials Repository 3D graphics eBook - Course Materials Repository
Ambient occlusion 7 In this example the bent normal N b has an unfortunate direction, since it is pointing at an occluded surface. In this example, light may reach the point p only from the left or right sides, but the bent normal points to the average of those two sources, which is, unfortunately, directly toward the obstruction. Awards In 2010, Hayden Landis, Ken McGaugh and Hilmar Koch were awarded a Scientific and Technical Academy Award for their work on ambient occlusion rendering. [2] References [1] Langer, M.S.; H. H. Buelthoff (2000). "Depth discrimination from shading under diffuse lighting". Perception 29 (6): 649–660. doi:10.1068/p3060. PMID 11040949. [2] Oscar 2010: Scientific and Technical Awards (http:/ / www. altfg. com/ blog/ awards/ oscar-2010-scientific-and-technical-awards-489/ ), Alt Film Guide, Jan 7, 2010 External links • Depth Map based Ambient Occlusion (http:/ / www. andrew-whitehurst. net/ amb_occlude. html) • NVIDIA's accurate, real-time Ambient Occlusion Volumes (http:/ / research. nvidia. com/ publication/ ambient-occlusion-volumes) • Assorted notes about ambient occlusion (http:/ / www. cs. unc. edu/ ~coombe/ research/ ao/ ) • Ambient Occlusion Fields (http:/ / www. tml. hut. fi/ ~janne/ aofields/ ) — real-time ambient occlusion using cube maps • PantaRay ambient occlusion used in the movie Avatar (http:/ / research. nvidia. com/ publication/ pantaray-fast-ray-traced-occlusion-caching-massive-scenes) • Fast Precomputed Ambient Occlusion for Proximity Shadows (http:/ / hal. inria. fr/ inria-00379385) real-time ambient occlusion using volume textures • Dynamic Ambient Occlusion and Indirect Lighting (http:/ / download. nvidia. com/ developer/ GPU_Gems_2/ GPU_Gems2_ch14. pdf) a real time self ambient occlusion method from Nvidia's GPU Gems 2 book • GPU Gems 3 : Chapter 12. High-Quality Ambient Occlusion (http:/ / http. developer. nvidia. com/ GPUGems3/ gpugems3_ch12. html)
Ambient occlusion 8 • ShadeVis (http:/ / vcg. sourceforge. net/ index. php/ ShadeVis) an open source tool for computing ambient occlusion • xNormal (http:/ / www. xnormal. net) A free normal mapper/ambient occlusion baking application • 3dsMax Ambient Occlusion Map Baking (http:/ / www. mrbluesummers. com/ 893/ video-tutorials/ baking-ambient-occlusion-in-3dsmax-monday-movie) Demo video about preparing ambient occlusion in 3dsMax Anisotropic filtering In 3D computer graphics, anisotropic filtering (abbreviated AF) is a method of enhancing the image quality of textures on surfaces that are at oblique viewing angles with respect to the camera where the projection of the texture (not the polygon or other primitive on which it is rendered) appears to be non-orthogonal (thus the origin of the word: "an" for not, "iso" for same, and "tropic" from tropism, relating to direction; anisotropic filtering does not filter the same in every direction). Like bilinear and trilinear filtering, anisotropic filtering eliminates aliasing effects, but improves on these other techniques by reducing blur and preserving detail at extreme viewing angles. An illustration of texture filtering methods showing a trilinear mipmapped texture on the left and the same texture enhanced with anisotropic texture filtering on the right. Anisotropic compression is relatively intensive (primarily memory bandwidth and to some degree computationally, though the standard space-time tradeoff rules apply) and only became a standard feature of consumer-level graphics cards in the late 1990s. Anisotropic filtering is now common in modern graphics hardware (and video driver software) and is enabled either by users through driver settings or by graphics applications and video games through programming interfaces.
- Page 1 and 2: 3D Rendering PDF generated using th
- Page 3 and 4: Image-based lighting 64 Image plane
- Page 5 and 6: References Article Sources and Cont
- Page 7 and 8: 3D rendering 2 Non real-time Animat
- Page 9 and 10: 3D rendering 4 The shaded three-dim
- Page 11: Ambient occlusion 6 ambient occlusi
- Page 15 and 16: Anisotropic filtering 10 will only
- Page 17 and 18: Beam tracing 12 Beam tracing Beam t
- Page 19 and 20: Bilinear filtering 14 Are all true.
- Page 21 and 22: Binary space partitioning 16 togeth
- Page 23 and 24: Binary space partitioning 18 Other
- Page 25 and 26: Binary space partitioning 20 [1] Bi
- Page 27 and 28: Bounding interval hierarchy 22 Prop
- Page 29 and 30: Bounding volume 24 bounding boxes b
- Page 31 and 32: Bump mapping 26 Bump mapping Bump m
- Page 33 and 34: CatmullClark subdivision surface 28
- Page 35 and 36: CatmullClark subdivision surface 30
- Page 37 and 38: Conversion between quaternions and
- Page 39 and 40: Cube mapping 34 Advantages Cube map
- Page 41 and 42: Cube mapping 36 Related A large set
- Page 43 and 44: Diffuse reflection 38 2), or, of co
- Page 45 and 46: Displacement mapping 40 Meaning of
- Page 47 and 48: DooSabin subdivision surface 42 Ext
- Page 49 and 50: False radiosity 44 False radiosity
- Page 51 and 52: Geometry pipelines 46 Geometry pipe
- Page 53 and 54: Global illumination 48 Rendering wi
- Page 55 and 56: Gouraud shading 50 Gouraud shading
- Page 57 and 58: Graphics pipeline 52 Graphics pipel
- Page 59 and 60: Graphics pipeline 54 References 1.
- Page 61 and 62: Hidden surface determination 56 imp
Ambient occlusion 7<br />
In this example the bent normal N b has an unfortunate direction, since it is pointing at an occluded surface.<br />
In this example, light may reach the point p only from the left or right sides, but the bent normal points to the<br />
average of those two sources, which is, unfortunately, directly toward the obstruction.<br />
Awards<br />
In 2010, Hayden Landis, Ken McGaugh and Hilmar Koch were awarded a Scientific and Technical Academy Award<br />
for their work on ambient occlusion rendering. [2]<br />
References<br />
[1] Langer, M.S.; H. H. Buelthoff (2000). "Depth discrimination from shading under diffuse lighting". Perception 29 (6): 649–660.<br />
doi:10.1068/p3060. PMID 11040949.<br />
[2] Oscar 2010: Scientific and Technical Awards (http:/ / www. altfg. com/ blog/ awards/ oscar-2010-scientific-and-technical-awards-489/ ), Alt<br />
Film Guide, Jan 7, 2010<br />
External links<br />
• Depth Map based Ambient Occlusion (http:/ / www. andrew-whitehurst. net/ amb_occlude. html)<br />
• NVIDIA's accurate, real-time Ambient Occlusion Volumes (http:/ / research. nvidia. com/ publication/<br />
ambient-occlusion-volumes)<br />
• Assorted notes about ambient occlusion (http:/ / www. cs. unc. edu/ ~coombe/ research/ ao/ )<br />
• Ambient Occlusion Fields (http:/ / www. tml. hut. fi/ ~janne/ aofields/ ) — real-time ambient occlusion using<br />
cube maps<br />
• PantaRay ambient occlusion used in the movie Avatar (http:/ / research. nvidia. com/ publication/<br />
pantaray-fast-ray-traced-occlusion-caching-massive-scenes)<br />
• Fast Precomputed Ambient Occlusion for Proximity Shadows (http:/ / hal. inria. fr/ inria-00379385) real-time<br />
ambient occlusion using volume textures<br />
• Dynamic Ambient Occlusion and Indirect Lighting (http:/ / download. nvidia. com/ developer/ GPU_Gems_2/<br />
GPU_Gems2_ch14. pdf) a real time self ambient occlusion method from Nvidia's GPU Gems 2 book<br />
• GPU Gems 3 : Chapter 12. High-Quality Ambient Occlusion (http:/ / http. developer. nvidia. com/ GPUGems3/<br />
gpugems3_ch12. html)