Hi
I need to generate ambient occlusion using pure brute ray tracing technique just to have a reference scene for comparison with my previously implemented real time ambient occlusion effects. I start from beginning so my first basic question is how to do it I don't need detailed explanation, just a basic draft of a idea behind ray traced ambient occlusion. So... anybody willing to help?
Ray traced ambient occlusion
From the wikipedia page on ambient occlusion:
"The occlusion at a point on a surface with normal can be computed by integrating the visibility function over the hemisphere ? with respect to projected solid angle:
where is the visibility function at , defined to be zero if is occluded in the direction and one otherwise, and is the infinitesimal solid angle step of the integration variable . A variety of techniques are used to approximate this integral in practice: perhaps the most straightforward way is to use the Monte Carlo method by casting rays from the point and testing for intersection with other scene geometry"
"The occlusion at a point on a surface with normal can be computed by integrating the visibility function over the hemisphere ? with respect to projected solid angle:
where is the visibility function at , defined to be zero if is occluded in the direction and one otherwise, and is the infinitesimal solid angle step of the integration variable . A variety of techniques are used to approximate this integral in practice: perhaps the most straightforward way is to use the Monte Carlo method by casting rays from the point and testing for intersection with other scene geometry"
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