Chapter 17. Ambient Occlusion
Matt Pharr NVIDIA
Simon Green NVIDIA
The real-time computer graphics community has recently started to appreciate the increase in realism that comes from illuminating objects with complex light distributions from environment maps, rather than using a small number of simple light sources. In the real world, light arrives at surfaces from all directions, not from just a handful of directions to a point or directional light sources, and this noticeably affects their appearance. A variety of techniques have recently been developed to capture real-world illumination (such as on movie sets) and to use it to render objects as if they were illuminated by the light from the original environment, making it possible to more seamlessly ...
Become an O’Reilly member and get unlimited access to this title plus top books and audiobooks from O’Reilly and nearly 200 top publishers, thousands of courses curated by job role, 150+ live events each month,
and much more.
Read now
Unlock full access