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DC poleHodnotaJazyk
dc.contributor.authorScheer, Fabian
dc.contributor.authorKeutel, Michael
dc.contributor.editorSkala, Václav
dc.date.accessioned2013-02-18T13:32:41Z
dc.date.available2013-02-18T13:32:41Z
dc.date.issued2010
dc.identifier.citationJournal of WSCG. 2010, vol. 18, no. 1-3, p. 113-120.en
dc.identifier.isbn978-80-86943-89-3
dc.identifier.issn1213–6972 (hardcover)
dc.identifier.issn1213–6980 (CD-ROM)
dc.identifier.issn1213–6964 (online)
dc.identifier.urihttp://wscg.zcu.cz/WSCG2010/Papers_2010/!_2010_J_WSCG-2010_1-3.pdf
dc.identifier.urihttp://hdl.handle.net/11025/1268
dc.description.abstractAmbient occlusion represents one aspect of global illumination, simulating the actual accessibility of surfaces for indirect illumination due to occlusion of nearby geometry. Recently the approximation in screen space made it feasible for realtime applications. We focus on the utilization of screen space ambient occlusion (SSAO) in virtual and mixed reality environments, especially considering scenes with a large spatial extent and massive amounts of data, typical for industrial factory planning scenarios. Therefore, a sophisticated screen space approach closer to the original definition of ambient occlusion is presented and compared with existing techniques considering the visual quality. Furthermore, we introduce a method to avoid the disappearance of the SSAO effect in depth for scenes with a large spatial extent. A user study compares the impact of our approach to standard SSAO and standard phong shading, regarding the several cues of human depth perception in a virtual and a mixed reality scenario. The evaluation underlines the benefit of our approach for pure virtual scenes and additionally illustrates a different perception of the cues regarding virtual scenes with a half transparent overlayimage of the real world, typical for mixed reality discrepancy check scenarios.en
dc.format8 s.cs
dc.format.mimetypeapplication/pdf
dc.language.isoenen
dc.publisherVáclav Skala - UNION Agencycs
dc.relation.ispartofseriesJournal of WSCGen
dc.rights© Václav Skala - UNION Agencycs
dc.subjectokolní okluzecs
dc.subjectprostor na obrazovcecs
dc.subjectglobální osvětlenícs
dc.subjectsmíšená realitacs
dc.subjectplánování výrobycs
dc.titleScreen space ambient occlusion for virtual and mixed reality factory planningen
dc.typečlánekcs
dc.typearticleen
dc.rights.accessopenAccessen
dc.type.versionpublishedVersionen
dc.subject.translatedambient occlusionen
dc.subject.translatedscreen spaceen
dc.subject.translatedglobal illuminationen
dc.subject.translatedmixed realityen
dc.subject.translatedfactory planningen
dc.type.statusPeer-revieweden
Vyskytuje se v kolekcích:Number 1-3 (2010)

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