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Hardware accelerated ambient occlusion techniques on GPUs
2007
Proceedings of the 2007 symposium on Interactive 3D graphics and games - I3D '07
a) (b) (c) (d) Figure 1: These images illustrate our ambient occlusion approximation running in real-time on a modern GPU. Our method can be used for a number of applications including (a) Rendering high-detail models; this model has around 65K triangles. (b) Dynamic/deforming models (that undergo non-rigid deformations) (c) Enhancing natural objects such as trees, and in games where models such as cars are used. (d) Realistic rendering of molecular data. Abstract We introduce a visually
doi:10.1145/1230100.1230113
dblp:conf/si3d/ShanmugamA07
fatcat:fnrfjdkc35e7jcjosnkcgtn6oi