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Chapter 12. High-Quality Ambient Occlusion — Hoberock, Jia

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Summary of full chapter read

Extends Bunnell 2005 (GPU Gems 2) disk-based hierarchical AO. Original: disks at vertices, form-factor occlusion summed with O(n log n) tree traversal; iterates using occlusion-as-visibility.

Artifacts of original

Per-vertex → linear interpolation + missing contact shadows. Per-fragment or denser tessellation → disk-shaped discontinuities at tree-level boundaries + pinching near fine disks (1/r² blow-up).

Fixes

  1. Transition zone blend between parent and children contributions (area-ratio modulate parent) to smooth level discontinuities.
  2. Place finest disks at face centroids (not vertices).
  3. At leaves evaluate analytic point-to-polygon form factor (Sillion & Puech) after clipping triangle to shading-point support plane (visible quad).

Practical knobs

Force convergence with weighted min of last two iterations (oscillation in enclosed scenes). Distance attenuation 1/(1+k r²) brightens closed rooms. Triangle attenuation pow(elementOcclusion, α) emphasizes creases. Can swap solidAngle for multipleScattering (Jensen & Buhler) for SSS on same hierarchy.

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