What is ambient occlusion lighting?
Ambient occlusion lighting darkens the crevices in molecules, maps and surfaces, greatly improving the 3-dimensional appearance. This is like depth cuing which dims the scene far from the viewer, but instead dims the scene in recesses where light would not reach.
Should I have ambient occlusion on?
You would want to use ambient occlusion because it shows subtle variations in lighting and helps your eyes detect surface details that would otherwise be washed out or unnoticeable. Ambient occlusion is great for softening the overall lighting in your scene if it’s too bright.
Is Volumetric Lighting good or bad?
Typically, Volumetric Lighting and Volumetric Fog can be some of the most demanding graphics settings found in games, full stop. Some of the performance demands will be tied into other settings such as Lighting and Shadow Quality but, by and large, Volumetric Lighting and Fog can significantly reduce your frame rates.
How is the integrand of ambient occlusion calculated?
The proposed algorithm is based on a novel interpretation of ambient occlusion that measures how big portion of the tangent sphere of the surface belongs to the set of occluded points. The integrand of the new formula has low variation, thus can be estimated accurately with a few samples.
How to calculate volumetric occlusion of a disk?
Computation of the volumetric ambient occlusion. The volume of the unoccluded part of the tangent sphere of radius R/2 is approximated by uniformly sampling n points called sample on the disk that is perpendicular to axis z. Each sample represents the same base area (R/2) 2 π/n of the disk.
How is the volume of an unoccluded part approximated?
The volume of the unoccluded part of the tangent sphere of radius R/2 is approximated by uniformly sampling n points called sample on the disk that is perpendicular to axis z. Each sample represents the same base area (R/2) 2 π/n of the disk. Such a base area is the cross section of a “pipe” inside the unoccluded part of the sphere.