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Title page for etd-0813114-101808


URN etd-0813114-101808 Statistics This thesis had been viewed 1316 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 indicate access worldwide
    Date of Defense 2014-08-13 Date of Submission 2014-08-13


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