"Precomputed Ambient Occlusion for Character Skins"

We present a single-pass hardware accelerated method to compute ambient occlusion values in real-time on dynamic character skins. This method is designed to work with meshes that are deforming based on a low-dimensional set of parameters, as in character animation. The technique is data-driven; it builds a set of linear functions over multiple regions of pose space. The benefits of this procedure are significant memory savings over uncompressed ambient occlusion values, and it can generate ambient occlusion for poses not seen in training.



Kirk, A. G., Arikan, O., "Precomputed Ambient Occlusion for Character Skins" ACM SIGGRAPH 2006. Technical Sketch.

Download PDF          

The conference version of this sketch with examples is located here.
You will be automaticaly redirected in 10 seconds.

Project Members

Adam G. Kirk Okan Arikan