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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.
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