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Morgan McGuire Brian Osman |
Michael Bukowski Padraic Hennessy |
Ambient obscurance (AO) produces perceptually important illumination effects such as darkened corners, cracks, and wrinkles; proximity darkening; and contact shadows. We present the AO algorithm from the Alchemy engine used at Vicarious Visions in commercial games. It is based on a new derivation of screen-space obscurance for robustness, and the insight that a falloff function can cancel terms in a visibility integral to favor efficient operations. Alchemy creates contact shadows that conform to surfaces, captures obscurance from geometry of varying scale, and provides four intuitive appearance parameters: world-space radius and bias, and aesthetic intensity and contrast.
Modulated by Alchemy ambient obscurance, computed from 12 samples per pixel at 1280 x 720 in 3 ms on GeForce 580. The algorithm is easy to tune, robust, and captures darkening at many scales and orientations