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clipka <ano### [at] anonymousorg> wrote:
> Am 11.03.2011 11:30, schrieb nemesis:
> > clipka<ano### [at] anonymousorg> wrote:
> >> Am 09.03.2011 17:09, schrieb nemesis:
> >> The multipass approach
> >> has its limitations; for instance. AO breaks down for indoor scenes.
> >
> > Only because its not true AO, just radiosity under an overcast sky. ;)
>
> So what /is/ true AO? From the little I know it is an effect limited to
> a single object, to account for self-shadowing to some degree. Which is
> not needed in POV-Ray in the first place as it supports self-shadowing
> out of the box - not to mention that the distinction between self- and
> non-self shadowing would open up some definition problem as soon as CSG
> enters the scene).
Check out this SIGGRAPH 2008 presentation "Image-Space Horizon-Based Ambient
Occlusion" from nvidia that explains some variations of the process:
http://developer.nvidia.com/object/siggraph-2008-HBAO.html
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www.McGregorFineArt.com
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