Zastínění okolím

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Kohoutek, Martin

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Vysoká škola báňská - Technická univerzita Ostrava

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Abstract

The topic of this diploma thesis is understanding and subsequent implementation of the most widely used algorithms that are used to calculate ambient occlusion in a 3D scene. Occlusion of a point in scene indicates the amount of light reaching to that point, which causes darkening the corners of objects and contact shadows between objects. This occlusion is a partial phenomenon of global illumination. Therefore, the first part of this thesis is focused on methods that calculate global illumination or its part. The second part is devoted directly to ambient occlusion. Starting by mentioning the first method that calculates occlusion at each point in a 3D scene, to the most commonly used approximation of this phenomenon, which operate over information about pixels of image acquired during rendering.

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Import 05/08/2014

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ambient occlusion, global illumination, real-time rendering, screen space approximation

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