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Occlusion tutorial - Documentation & Online Help

Occlusion tutorial - Documentation & Online Help

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6 1 <strong>Occlusion</strong><br />

1.4.1 Example uses of the occlusion shaders<br />

The setup in use for the following examples is fairly simple, as the helicopter model is the only<br />

geometry we have in the scene. There is also an mib lookup spherical node for environment<br />

reflection and environment sampling. The 3D model is kindly provided by Zhang Jian. A<br />

mib light infinite takes care of the directional lighting while the new mib light cie takes<br />

care of the light color in Kelvin degree temperature; finally, raytraced shadows are active.<br />

When baking, the mib lightmap write is used, the texturing comes from a mib texture vector,<br />

and the lightmap texture is declared as “writable”. When recovering the baked occlusion, the<br />

mib bent normal env shader is used and textures are looked up with mib texture lookup in<br />

the texture space defined by mib texture vector.<br />

So this is a quick render without any occlusion effect:<br />

Ambient <strong>Occlusion</strong> Our helicopter with direct illumination and no occlusion<br />

You can easily see that much of the geometry detail is unrevealed due to the intrinsic nature<br />

of direct illumination and its shadowing.<br />

The “traditional” approach to solve this issue would be to add ambient light of a constant level,<br />

but this tends to look very unrealistic, since now the details are not lost in black, but instead<br />

lost in a constant color, the following rendering shows our copter with a fixed ”ambient” color<br />

of some dark-ish gray (note that you can either add ambient color via an ambient light or the

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