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Ambient Occlusion for Particles. Encode global information in textures for use during rendering. Computes level of obscurances. Results. Movie 1 (show off some data sets) Movie 2 (use with direct lighting and shadows). Precomputation Time and Memory. Bullet. Fireball. Foam.
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Ambient Occlusion for Particles • Encode global information in textures for use during rendering
Results • Movie 1 (show off some data sets) • Movie 2 (use with direct lighting and shadows)
Precomputation Time and Memory Bullet Fireball Foam • Using 20 R14K processors on an SGI Origin 3800 (muse.sci.utah.edu). Textures were 16x16 with 49 samples per texel. 543,088 33 min. 132 MB 955,000 66 min. 233 MB 952,755 261 min. 232 MB 7,157,720 12 hours 1,747 MB
Impact on Performance • 10% slower than direct lighting alone. • However, using only the ambient occlusion values can yield as good as or better performance than direct lighting alone.
Direct Lighting only Images Direct lighting with ambient occlusion textures Ambient occlusion textures only Cylinder 22 Bullet 6 Fireball 11
Impact on Performance • 10% slower than direct lighting alone. • However, using only the ambient occlusion values can yield as good as or better performance than direct lighting alone.
Ingredients for Edges • Image buffer • Depth buffer • Edge detection kernel • Threshold for zero crossings Laplacian kernel
Movies • Movie 1 (Varying the threshold and changing the view point and field of view) • Movie 2 (Time varying data)
Performance A B C D E