Print Email Facebook Twitter Cubemap-based Ambient Occlusion for Character Animation Title Cubemap-based Ambient Occlusion for Character Animation Author Kroon, Mirco (TU Delft Electrical Engineering, Mathematics and Computer Science) Contributor Eisemann, E. (mentor) Marroquim, Ricardo (graduation committee) Khosla, M. (graduation committee) Degree granting institution Delft University of Technology Programme Computer Science | Software Technology Date 2023-06-16 Abstract Simulating lighting is one of the most important parts of rendering 3D scenes. While lighting coming directly from a light source is easy to simulate in real-time, indirect illumination is more difficult. One of the methods used to convincingly approximate indirect illumination is ambient occlusion, where the brightness of objects is reduced when there is geometry nearby, most visible in corners and crevices. To render ambient occlusion in real-time often requires shortcuts that leave out some important lighting cues when geometry is not directly visible on screen. Our method aims to improve this specifically for character animation by pre-calculating the occlusion and storing it in a compact data format using cubemaps. This method has the potential to improve both visual quality and rendering performance. Subject renderingambient occlusionlightinggraphics To reference this document use: http://resolver.tudelft.nl/uuid:4b650f66-207f-45e7-8dba-a17afa1824d6 Part of collection Student theses Document type master thesis Rights © 2023 Mirco Kroon Files PDF Thesis_Report_Mirco_Kroon.pdf 7.38 MB Close viewer /islandora/object/uuid:4b650f66-207f-45e7-8dba-a17afa1824d6/datastream/OBJ/view