Abstract
The screen space ambient occlusion (SSAO) is a fast global illumination technique, which approximates interreflections between rendered objects. Due to its simplicity, it is often implemented in commercial computer games. However, despite the fact that SSAO calculations take a few milliseconds per frame, a significant computation load is added to the total rendering time. In this work we propose a technique, which accelerates the SSAO calculations using information about observer’s gaze direction captured by the eye tracker. The screen region surrounding the observer’s gaze position is rendered with maximum quality, which is reduced gradually for higher eccentricities. The SSAO quality is varying by changing the number of samples that are used to approximate the SSAO occlusion shadows. The reduced sampling results in almost two-fold acceleration of SSAO with negligible deterioration of the image quality.
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Notes
- 1.
The Stanford dragon is a test model created with a Cyberware 3030 Model Shop (MS) Color 3D Scanner at Stanford University (100040 triangles).
- 2.
The Sibenik cathedral is a project by Marko Dabrovic (www.RNA.HR, 80841 triangles).
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Acknowledgement
In this work we used partial results of Andrzej Czajkowski master thesis. We would like to thank you our former student for his excellent work. The project was partially funded by the Polish National Science Centre (grant number DEC-2013/09/B/ST6/02270).
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Mantiuk, R. (2018). Gaze-Dependent Screen Space Ambient Occlusion. In: Chmielewski, L., Kozera, R., Orłowski, A., Wojciechowski, K., Bruckstein, A., Petkov, N. (eds) Computer Vision and Graphics. ICCVG 2018. Lecture Notes in Computer Science(), vol 11114. Springer, Cham. https://doi.org/10.1007/978-3-030-00692-1_2
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