In Proceedings of Vision, Modeling, and Visualization

Bent Normals and Cones in Screen-space

Oliver Klehm, Tobias Ritschel, Elmar Eisemann, and Hans-Peter Seidel

Possible game scenario with lighting using bent normals: 2048×1024 pixels, 60.0 fps, including direct light and DOF on an Nvidia GF 560Ti. Environment mapping produces natural illumination, while bent normals cause colored shadows.

Ambient occlusion (AO) is a popular technique to visually improve both real-time as well as offline rendering. It decouples occlusion and shading providing a gain in efficiency. This results in an average occlusion that modulates the surface shading. However, this also reduces realism due to the lack of directional information.. Bent normals were proposed as an amelioration that addresses this issue for offline rendering. Here, we describe how to compute bent normals as a cheap by-product of screen-space ambient occlusion (SSAO). Bent cones extend bent normals to further improve realism. These extensions combine the speed and simplicity of AO with physically more plausible lighting.


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Citation

Oliver Klehm, Tobias Ritschel, Elmar Eisemann, and Hans-Peter Seidel, Bent Normals and Cones in Screen-space, In Proceedings of Vision, Modeling, and Visualization, pp. 177–182, 2011.

BibTex

@inproceedings{bib:klehm:2011,
    author       = { Klehm, Oliver and Ritschel, Tobias and Eisemann, Elmar and Seidel, Hans-Peter },    
    title        = { Bent Normals and Cones in Screen-space },
    booktitle    = { In Proceedings of Vision, Modeling, and Visualization },
    year         = { 2011 },
    pages        = { 177--182 },
    publisher    = { CRC Press },
    doi          = { 10.2312/PE/VMV/VMV11/177-182 },
    dblp         = { conf/vmv/KlehmRES11 },
    url          = { https://publications.graphics.tudelft.nl/papers/399 },
}