VAO++: Practical Volumetric Ambient Occlusion for Games
Jakub Bokšanský, Adam Pospíšil and Jiří Bittner
Paper
Downloadable PDF version of
paper here.
Preprint for Eurographics Symposium on Rendering - Experimental Ideas & Implementation (2017)
Abstract
Ambient occlusion is one of the commonly used methods to increase visual fidelity in real-time rendering applications. We propose several extensions of the recently introduced volumetric ambient occlusion method. These extensions improve the properties of the methods with a particular focus on the quality vs performance tradeoff and wide applicability in contemporary games. We describe the implementation of the proposed algorithm and its extensions. We implemented the method as a camera effect within the Unity game engine. The results show that our implementation compares favorably with the standard ambient occlusion in Unity both in terms of quality and speed.
Slides
PDF version of presentation at Eurographics Symposium on Rendering (19th of June 2017).
Video
Bibliography
@inproceedings{EGSR-Experimental_Ideas_Implementations:031-039:2017,
crossref = {EGSR-Experimental_Ideas_Implementations-proc},
title = {{VAO++: Practical Volumetric Ambient Occlusion for Games}},
author = {Jakub Bokšanský and Adam Pospíšil and Jiří Bittner},
pages = {031-039},
year = {2017},
note = {\httpAddr{https://diglib.eg.org/bitstream/handle/10.2312/sre20171192/031-039.pdf}},
DOI = {10.2312/sre.20171192},
}
Our implementation
Implementation as Unity plugin is available as a free demo or on the Asset Store.
In case of questions or further issues, please contact us at projectwilberforce@gmail.com