@inproceedings{Ritschel-et-al_I3D09,
TITLE = {Approximating Dynamic Global Illumination in Image Space},
AUTHOR = {Ritschel, Tobias and Grosch, Thorsten and Seidel, Hans-Peter},
LANGUAGE = {eng},
ISBN = {978-1-60558-429-4},
DOI = {10.1145/1507149.1507161},
LOCALID = {Local-ID: C125675300671F7B-40A583FA98914182C1257583005456DC-RitschelGS2009:SSDO},
PUBLISHER = {ACM},
YEAR = {2009},
DATE = {2009},
ABSTRACT = {Physically plausible illumination at real-time framerates is often achieved <br>using approximations. One popular example is ambient occlusion (AO), for which <br>very simple and efficient implementations are used extensively in production. <br>Recent methods approximate AO between nearby geometry in screen space (SSAO). <br>The key observation described in this paper is, that screen-space occlusion <br>methods can be used to compute many more types of effects than just occlusion, <br>such as directional shadows and indirect color bleeding. The proposed <br>generalization has only a small overhead compared to classic SSAO, approximates <br>direct and one-bounce light transport in screen space, can be combined with <br>other methods that simulate transport for macro structures and is visually <br>equivalent to SSAO in the worst case without introducing new artifacts. Since <br>our method works in screen space, it does not depend on the geometric <br>complexity. Plausible directional occlusion and indirect lighting effects can <br>be displayed for large and fully dynamic scenes at real-time frame rates.},
BOOKTITLE = {I3D '09: Proceedings of the 2009 Symposium on Interactive 3D Graphics and Games},
PAGES = {75--82},
ADDRESS = {Boston, MA, USA},
}
