Chapter 17

Ambient Occlusion

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Image courtesy of Mark Howard, Stanford bunny model courtesy of Greg Turk and the Stanford University Graphics Laboratory

Objectives

By the end of this chapter, you should:

  • understand how ambient occlusion is computed;
  • know how to set up a local orthonormal basis at a hit point;
  • have implemented ambient occlusion as a light shader;
  • understand some of the limitations of the sampling techniques discussed in Chapter 5.

In Chapter 14, ambient illumination was a constant term throughout a scene. As a result, the surface of any object that only received ambient illumination was rendered with a constant color. Ambient ...

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