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Contour-based polygonal ambient occlusion using a single-depth texture

机译:使用单深度纹理的基于轮廓的多边形环境光遮挡

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We present a novel approximation of a global illumination technique called contour-based polygonal ambient occlusion, an approach that darkens by only using a depth texture as screen-space ambient occlusion without additional information such as a normal buffer. We introduce a discrete level structure to calculate the amount of occlusion by using the contour level, an integer value derived from the depth difference of neighboring texels. We use the uniform sampling to define the positions of the neighboring texels in the depth texture. Our method does not depend on geometric complexity because our method works in screen space and works well for both static and dynamic scenes without any precomputation. Copyright (c) 2013 John Wiley & Sons, Ltd.
机译:我们提出了一种新的近似全局照明技术的新方法,该技术称为基于轮廓的多边形环境光遮挡,该方法通过仅使用深度纹理作为屏幕空间环境光遮挡而变暗,而没有其他信息(例如普通缓冲区)。我们引入了一种离散的级别结构,以使用轮廓级别(从相邻纹理像素的深度差得出的整数值)来计算遮挡量。我们使用统一采样来定义深度纹理中相邻纹理像素的位置。我们的方法不依赖于几何复杂度,因为我们的方法在屏幕空间中运行,并且在没有任何预先计算的情况下对于静态和动态场景都适用。版权所有(c)2013 John Wiley&Sons,Ltd.

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