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Gaze-Dependent Screen Space Ambient Occlusion

机译:凝视依赖屏幕空间环境遮挡

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The screen space ambient occlusion (SSAO) is a fast global illumination technique, which approximates interreflections between rendered objects. Due to its simplicity, it is often implemented in commercial computer games. However, despite the fact that SSAO calculations take a few milliseconds per frame, a significant computation load is added to the total rendering time. In this work we propose a technique, which accelerates the SSAO calculations using information about observer's gaze direction captured by the eye tracker. The screen region surrounding the observer's gaze position is rendered with maximum quality, which is reduced gradually for higher eccentricities. The SSAO quality is varying by changing the number of samples that are used to approximate the SSAO occlusion shadows. The reduced sampling results in almost two-fold acceleration of SSAO with negligible deterioration of the image quality.
机译:屏幕空间环境遮挡(SSAO)是一种快速的全局照明技术,其近似于渲染对象之间的孤立性。由于其简单性,它通常在商业计算机游戏中实现。但是,尽管SSAO计算每帧需要几毫秒,但是将重要的计算负载添加到总渲染时间。在这项工作中,我们提出了一种技术,它使用关于眼跟踪器捕获的观察者的凝视方向的信息加速了SSAO计算。观察者的凝视位置周围的屏幕区域具有最大质量,其逐渐降低,以便更高的偏心率。 SSAO质量通过改变用于近似SSAO闭塞阴影的样本数量来改变。降低的采样导致SSAO几乎两倍的加速,图像质量的劣化可忽略不计。

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