An ambient light illumination model
@inproceedings{zhukov1998ambient,
title={An ambient light illumination model},
author={Zhukov, Sergey and Iones, Andrei and Kronin, Grigorij},
booktitle={Eurographics Workshop on Rendering Techniques},
pages={45--55},
year={1998},
organization={Springer}
}
The original paper that introduces Ambient Occlusion (???), after work from (Miller 1994).
Apply the Rendering Equation to ambient occlusion, setting some assumptions to simplify it
- all light comes from an infinite uniform environment light, which might be occluded by the geometry around x;
- all surfaces around x are purely absorbing (i.e. do not reflect any light), and
- the surface at x is diffuse.
Transforming the Rendering Equation into:
is the diffuse BRDF with albedo
is the Visibility Function
clamped(0->1) cosine of the angle between surface normal at
and the view direction
used for Area Foreshortening