(a) Our method. (b) SSAO.
(c) Our method. (d) SSAO.
Figure 5: More closed consideration between our method
and SSAO.
occlusion. The results demonstrate that our method
is easy to implement and runs fast on current graph-
ics hard ware, thus making it effective for rendering
small changes in geometry and adjusting the ambient
occlusion intensity.
6 CONCLUSIONS
In this paper, we introduced a curvature dependent
ambient occlusion estimation algorithm. Our method
approximates the ambient occlusion in a local illumi-
nation model by introducing a curvature-dependent
occlusion estimation function. Since the function is
a local illumination model, we are able to render am-
bient occlusion in real-time, and the proposed method
can be easily implemented. Furthermore, the render-
ing speed is twice as fast as SSAO. Using this method,
smoother, more detailed and equal or better quality
occlusion can be achieved than by using the conven-
tional method (Figure 5), because the curvature is
continuous on the surface. These results demonstrate
that our method is effective for implementing in com-
puter games. Adopting our method, we can reduce
the personnel and computational cost, which would
be beneficial for the game industry.
REFERENCES
Akenine-M¨oller, T., Haines, E., and Hoffman, N. (2008).
Real-Time Rendering 3rd Edition. A. K. Peters, Ltd.,
Natick, MA, USA.
Bavoil, L. and Sainz, M. (2009). Multi-layer dual-
resolution screen-space ambient occlusion. In SIG-
GRAPH 2009: Talks, SIGGRAPH ’09, pages 45:1–
45:1, New York, NY, USA. ACM.
Bavoil, L., Sainz, M., and Dimitrov, R. (2008). Image-
space horizon-based ambient occlusion. In ACM SIG-
GRAPH 2008 talks, SIGGRAPH ’08, pages 22:1–
22:1, New York, NY, USA. ACM.
Griffin, W., Wang, Y., Berrios, D., and Olano, M. (2011).
Gpu curvature estimation on deformable meshes. In
Symposium on Interactive 3D Graphics and Games,
I3D ’11, pages 159–166, New York, NY, USA. ACM.
Hattori, T., Kubo, H., and Morishima, S. (2010). Cur-
vature depended local illumination approximation of
ambient occlusion. In ACM SIGGRAPH 2010 Posters,
SIGGRAPH ’10, pages 122:1–122:1, New York, NY,
USA. ACM.
Kontkanen, J. and Laine, S. (2005). Ambient occlusion
fields. In Proceedings of ACM SIGGRAPH 2005 Sym-
posium on Interactive 3D Graphics and Games, pages
41–48. ACM Press.
Landis, H. (2002). Production-Ready Global Illumination.
In Siggraph Course Notes, volume 16.
M´endez, A., Sbert, M., and Cat´a, J. (2003). Real-time ob-
scurances with color bleeding. In Proceedings of the
19th spring conference on Computer graphics, SCCG
’03, pages 171–176, New York, NY, USA. ACM.
Phong, B.-T. (1975). Illumination for Computer Generated
Pictures. 18(6):311–317.
Yu, X., Li, F., and Yu, J. (2007). Image-space caustics and
curvatures. Computer Graphics and Applications, Pa-
cific Conference on, 0:181–188.
Zhukov, S., Iones, A., and Kronin, G. (1998). An ambient
light illumination model. In Rendering Techniques,
pages 45–56.
CURVATURE-APPROXIMATED ESTIMATION OF REAL-TIME AMBIENT OCCLUSION
273