2003
DOI: 10.1109/mcg.2003.1198263
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Fast, realistic lighting for video games

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Cited by 52 publications
(28 citation statements)
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“…A different effect is obtained by adding the AO term to the local lighting equation, as in the global illumination case where ambient occlusion fakes indirect illumination [11]. Then, the final color of a voxel is obtained as…”
Section: Ambient Occlusionmentioning
confidence: 99%
“…A different effect is obtained by adding the AO term to the local lighting equation, as in the global illumination case where ambient occlusion fakes indirect illumination [11]. Then, the final color of a voxel is obtained as…”
Section: Ambient Occlusionmentioning
confidence: 99%
“…Zhukov et al introduced ambient occlusion with the term obscurances [17,4]. Roughly speaking, obscurance measures the part of the hemisphere obscured by the neighbor surfaces.…”
Section: Obscurances and Ambient Occlusionmentioning
confidence: 99%
“…Obscurances or ambient occlusion (AO) was introduced by Zhukov et al [17], Iones et al [4], and Landis [6] as an efficient technique that gives perceptually similar results to global illumination with a small fraction of the computational cost. The obscurance/ambient occlusion technique was first used in video-game environments.…”
Section: Introductionmentioning
confidence: 99%
“…Thus, low values of PMI, corresponding to non-occluded or visible (from many viewpoints) polygons, are represented by values near 1 in the grey-map, while high values of PMI, corresponding to occluded polygons, are represented by values near 0 in the grey-map. Observe that these maps look as an ambient occlusion or obscurance map (see [22,6,40,18]). For more details see [13].…”
Section: I(z;vmentioning
confidence: 99%