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URN etd-0813114-101808 Statistics This thesis had been viewed 1354 times. Download 354 times. Author Han-yi Chiu Author's Email Address No Public. Department Computer Science and Enginerring Year 2013 Semester 2 Degree Master Type of Document Master's Thesis Language zh-TW.Big5 Chinese Page Count 33 Title The Study of Screen Space Ambient Occlusion Keyword real-time Ambient Occlusion Screen Space Ambient Occlusion Screen Space Ambient Occlusion Ambient Occlusion real-time Abstract Global illumination is a general name for a group of algorithms used in 3D computer graphics that are meant to add more realistic lighting to 3D scenes. Reflections, refractions, and shadows are all examples of it. Ambient occlusion is a render technique used to calculate between objects, and it is a very crude approximation to full global illumination. It is popular in movies or games.
Ambient occlusion had been in order to solve the greater computational cost by ray tracing. In recent years, ambient occlusion is becoming general. But it does not render in real-time in the games. The Crytek was developed Screen Space Ambient Occlusion in 2007 and was used it in Crysis, a video game developed by Crytek.
The goal of this thesis is to try many of Ambient Occlusion and Screen Space Ambient Occlusion, and find their difference.
Advisor Committee Jyun-ming Chen - advisor
Chun-fong You - co-chair
Shang-lin Hsieh - co-chair
Files Date of Defense 2014-08-13 Date of Submission 2014-08-13