Cubemap-based Ambient Occlusion for Character Animation

Master Thesis (2023)
Author(s)

M. Kroon (TU Delft - Electrical Engineering, Mathematics and Computer Science)

Contributor(s)

E. Eisemann – Mentor (TU Delft - Computer Graphics and Visualisation)

R. Marroquim – Graduation committee member (TU Delft - Computer Graphics and Visualisation)

Megha Khosla – Graduation committee member (TU Delft - Multimedia Computing)

Faculty
Electrical Engineering, Mathematics and Computer Science
Copyright
© 2023 Mirco Kroon
More Info
expand_more
Publication Year
2023
Language
English
Copyright
© 2023 Mirco Kroon
Graduation Date
16-06-2023
Awarding Institution
Delft University of Technology
Programme
['Computer Science | Software Technology']
Faculty
Electrical Engineering, Mathematics and Computer Science
Reuse Rights

Other than for strictly personal use, it is not permitted to download, forward or distribute the text or part of it, without the consent of the author(s) and/or copyright holder(s), unless the work is under an open content license such as Creative Commons.

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.

Files

License info not available