Vis Comput (2013) 29:917–926
DOI 10.1007/s00371-013-0856-7
ORIGINAL ARTICLE
Dual space directional occlusion
Sebastian Herholz · Jens-Uwe Hahn · Andreas Schilling
Published online: 2 July 2013
© Springer-Verlag Berlin Heidelberg 2013
Abstract Current real-time ambient or directional occlu-
sion approximation methods are either screen space or ob-
ject space based. Both methods suffer from drawbacks such
as time incoherence and occlusion popping for screen space
methods or loss of detailed occlusion effects caused by ge-
ometry simplification for object space methods. We present
an algorithm that combines both methods to overcome these
drawbacks. To avoid over or underestimations during the
combination, we use the Spherical Harmonics representa-
tion of the directional occlusion information. We therefore
combine “Screen Space Spherical Harmonics Occlusion”
(Herholz et al. in VMV, 2012) with “Interactive Voxel Cone
Tracing” (CT) (Crassin et al. in Comput. Graph. Forum,
2011). The result is a directional occlusion approximation
including both occlusions from distant or not directly visible
objects and detailed occlusions effects from fine geometrical
structures. To increase the quality of CT for occlusion sam-
pling, we also present several extensions such as view de-
pendent cascaded voxelization and a method for voxel cov-
erage estimation.
Keywords Ambient occlusion · Real-time · Directional
occlusion · Spherical harmonics · Shadows · Voxelization
S. Herholz ( ) · A. Schilling
University of Tübingen, Sand 14, 72076 Tübingen, Germany
e-mail: Sebastian.Herholz@gmail.com
J.-U. Hahn
Stuttgart Media University, Nobelstrasse 10, 70569 Stuttgart,
Germany
1 Introduction
Evaluating the visibility of a point is one major challenge
when solving the rendering equation introduced by Ka-
jiya [9]. Global illumination techniques such as ambient or
environmental lighting approximate distant incoming light
over the whole upper hemisphere of a point. Langer and
Bülthof [11] found that local occlusion shadows can signif-
icantly increase the perceived realism of a rendered object
when considered during the environmental lighting approx-
imation, especially when the object contains fine structures.
1.1 Ambient Occlusion
Ambient Occlusion (AO) is a method to approximate local
occlusion effects. Its concept originates from Miller’s [14]
methods for accessibility shading. The key approximation
of AO is the assumption that local occlusion shadows are
independent of the direction of incoming light and only de-
pend on neighboring geometry. This allows calculating the
visibility function and the incoming radiance integral sepa-
rately. The diffuse environmental irradiance E
diff
of a point
p is approximated by evaluating the integral for the unoc-
cluded incoming radiance L
in
over the upper hemisphere
+Ω of p. This unoccluded irradiance is then weighted by
the scalar AO factor A(p), expressing the ratio of the upper
hemisphere of p, which is unoccluded.
E
diff
(p) = A(p)
+Ω
L
in
(p,ω
i
) cos ω
i
dω. (1)
The AO factor is calculated by solving the visibility inte-
gral over the upper hemisphere of a point. In off-line render-
ing, this factor is evaluated using Monte-Carlo ray tracing or
Point Based Global Illumination [2]. In interactive real-time
applications, such as games, these methods are only appli-
cable for static scenes where the AO does not change and,