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Lesson 8: Ambient occlusion

Dmitry V. Sokolov edited this page Feb 8, 2016 · 20 revisions

Work in progress

In previous lectures we used local illumination model. In other words, for computing illumination of a current pixel we did not take into account its neighbors. Phong reflection model is a famous example of such approach:

In this model final illumination intensity for a point is a sum of three components: ambient intensity, constant for all points in the scene, diffuse and specular highlights depending on normal vectors. Wait a minute, why did he choose constant ambient component?

Second attempt in the global illumination: ambient occlusion

Well, I was not 100% right: we did use a bit global illumination when we computed shadow mapping. Let us check another possibility to improve our renders (note that one does not exclude another!). Here is an example where I used only ambient component of the Phong reflection model:

No diffuse component, no specular. Ambient only, however it is easy to see that I did not choose it to be constant.

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