Screen Space Spherical Harmonic Occlusion (English)

in Vision, Modeling, and Visualization ; 71-78
Vision, Modeling, and Visualization
The Eurographics Association , Postfach 2926, 38629 Goslar, Germany; 2012

In this paper we present a new algorithm for real-time directional occlusion sampling. We combine the real-time capabilities of Screen Space Ambient Occlusion (SSAO) with the Spherical Harmonics (SH) representation of local directional occlusion. SH are well established and used in modern off-line rendering implementations such as PantaRay [PFHA10]. Through our combination we are able to transfer a method for realistic local directional occlusion effects from offline rendering to dynamic real-time applications. These local occlusion effects react to the environmental lighting situation and lead to dynamic and colored local occlusion shadows while only generating a small computational overhead compared to SSAO. Unlike other real-time directional occlusion algorithms such as Screen Space Direction Occlusion (SSDO) [RGS09] our occlusion sampling is separated from the actual lighting process and therefore can be easily integrated in existing SH lighting methods such as Irradiance Volumes [GSHG98]. We furthermore extend our algorithm to include first bounce indirect illumination effects.

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Table of contents conference proceedings

The table of contents of the conference proceedings is generated automatically, so it can be incomplete, although all articles are available in the TIB.

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31
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39
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47
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55
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63
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71
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79
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87
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95
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103
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111
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151
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191
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217
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219
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221
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