Cubemap-based Ambient Occlusion for Character Animation

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Abstract

Simulating lighting is one of the most important parts of rendering 3D scenes. While lighting coming directly from a light source is easy to simulate in real-time, indirect illumination is more difficult. One of the methods used to convincingly approximate indirect illumination is ambient occlusion, where the brightness of objects is reduced when there is geometry nearby, most visible in corners and crevices.

To render ambient occlusion in real-time often requires shortcuts that leave out some important lighting cues when geometry is not directly visible on screen. Our method aims to improve this specifically for character animation by pre-calculating the occlusion and storing it in a compact data format using cubemaps. This method has the potential to improve both visual quality and rendering performance.

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