Developers of video games and simulations from the day one have been trying to improve visuals of their products. The appearance of the scenes depends to a large extent on the approximation to the physical basis of light behaviour in the environments presented. The best effects in this regard are global illumination. However, it is too computationally expensive. One of the methods to simulate global illumination without a lot of processing is Screen-Space Ambient Occlusion. Many implementations of this technique were created, though few take into account direction and colour of the incoming light. An exception is a technique named SSDO – Screen-Space Directional Occlusion. Unfortunately, it suffers from the same drawbacks as its less realistic cousins, such as noise and banding while also remaining moderately expensive for computation. The main purpose of this paper is to optimize basic SSDO method using technique called Statistical Volumetric Obscurance, enhancing its performance while retaining plausible visual effect.
Abstract-The realistic simulation of cloths is nowadays a key to produce good-quality, authentic graphical visualizations of various cloth, such as characters garment elements, flags or curtains. This can be computationally expensive, more and more as number of particles, which cloth is divided into, increases. The solution to this matter was to use GPU (Graphic Processing Unit) and perform all calculations on this device. On PC platform, this technique proved to be much faster than the standard CPU approach. The main purpose of this work is to check whether this solution could also be introduced on the mobile devices. In this paper, we developed fast vertex optimization methods for dynamic cloth in mobile GPU units. Additionally we develop a user interface which providing new ways of user interaction with a cloth dynamics simulation on mobile devices.
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