Accounting for Non-Uniform Ambient Lighting in Ray Traced Ambient Occlusion
Abstract
Ambient occlusion is a popular method to enhance the visuals of real-time applications. The generally accepted equation assumes that incoming ambient lighting is uniform in the enclosing hemisphere around the surface point. This assumption does not always hold and can cause artifacts. With screen-space techniques the artifact may not be present, because of the lack of information, but it becomes visible with more accurate methods. This is especially true for ray tracing based implementations which are widely used to create the ground truth image to measure other techniques. With recent advancements of the graphics hardware, they also found their way into real-time applications where these shortcomings were neither discussed nor addressed. In this paper we analyze the problem and demonstrate its presence in popular game engines. We also propose a ray tracing based extension to eliminate these artifact in a physically plausible way.