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rychu_elektryk

Ray traced ambient occlusion

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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 itsmile.gif I don't need detailed explanation, just a basic draft of a idea behind ray traced ambient occlusion. So... anybody willing to help? rolleyes.gif

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From the wikipedia page on ambient occlusion:

"The occlusion 2988dcae251589d8586f85c96cbaf11c.png at a point c767dfc14d86e58aaba49bb378cb6c96.png on a surface with normal dc7d7f7fe7100ee2871e1a20997b927c.png can be computed by integrating the visibility function over the hemisphere ? with respect to projected solid angle:

f15756f16c89a794e838f7b092e151e4.png

where 9c3b3433392dd3a801421f60606179dc.png is the visibility function at c767dfc14d86e58aaba49bb378cb6c96.png, defined to be zero if c767dfc14d86e58aaba49bb378cb6c96.png is occluded in the direction a1908a484b4bc018ca3b05eaa7d86afa.png and one otherwise, and b2c96255a6eb8fc32560338414b56734.png is the infinitesimal solid angle step of the integration variable a1908a484b4bc018ca3b05eaa7d86afa.png. 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 c767dfc14d86e58aaba49bb378cb6c96.png and testing for intersection with other scene geometry"

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