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There are various shading algorithms that provide different degrees of realistic shadow-rendering from global illumination. Thus, the main idea of ambient occlusion is to imitate and calculate shading only in that part of the scene that we directly see. As we see, its absence makes the scene flatter and deprives a significant part of the depth that our brain subconsciously perceives. This means that the shading effect will be more noticeable between any objects that are located close to each other. Rays that reach the background or sky increase the brightness of the surface, while the rays that cross other objects do not add brightness.Īs a result, points surrounded by a large amount of geometry are displayed as darker ones, and points with a small amount of geometry in the visible hemisphere are displayed as lighter ones. In most cases, ambient occlusion is calculated by constructing a hemisphere of rays emanating from a point on the surface in all directions and then checking them for the intersection with other objects. Shadows do not remain black, they dissipate, creating halftones and obscuring those places in space that get less light. This is a global method, i.e., the brightness value of every point of the object depends on other objects in the scene. This method is used to add more realism to the render because it creates soft global shadows that contribute to the visual separation of objects. What Is Ambient Occlusion?Īmbient occlusion is a shading and rendering method used for global background or indirect shading of objects. This article highlights the meaning of ambient occlusion, the main AO algorithms, and their use in virtual reality (VR). GI models how light is bounced off of the surface onto another surface, whereas ambient occlusion approximates the shading effect from GI. Global illumination and ambient occlusion are complementary effects their task is to approximate the effect of real radiosity that occurs in real life in the multiple reflections of light and shading. Many people underestimate the ambient occlusion technology, but in its importance, it stands only behind the effect of global illumination (GI). Today, this technology is used in all modern game engines. The screen space ambient occlusion method works as a post-effect, and it is calculated in the screen space.
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“Crysis,” released in the fall of 2007, is the first game on the CryEngine 2 game engine that used the ambient occlusion method called SSAO (Screen Space Ambient Occlusion). The first method that allowed simulating ambient occlusion in real time was developed by the research and development department of the German company Crytek in the development of graphical components of the CryEngine 2 game engine. One of these methods is called “ambient occlusion” (AO). The various game engines use different methods for transmission of light. Most of what is considered a technical component in a game is connected with light. This includes the Ao River (Aojiang) in southern Zhejiang, with the town of Aojiang on its northern shore, as well as the Liu'ao ("Six ao") peninsula in southern Fujian.Every year, developers try to raise the bar by making all game components of the highest quality because they directly affect detailing, image realism, and the level of immersion. While place names using the word gui ("turtle") are ubiquitous throughout China (typically referring to a turtle-shaped hill, gui shan), place names referring to an ao are more characteristic of China's southeastern coast (Zhejiang to Guangdong). Bixi was considered a son of the Dragon King who was able to carry enormous weights upon his back figures of the dragon-turtle bearing memorial stelae are common monuments throughout East Asia. He is thought to have been an influence on the later half-dragon, half-turtle figure of Bixi in imperial Chinese sculpture. When the goddess Nüwa, creator of mankind, was repairing the sky after a disaster, she chopped off Ao's four legs and used them as supports.Īnother myth claims that Ao still lives and resides in the Bohai Sea, where he carries the three islands of the Eight Immortals ( Penglai, Fangzhang, and Yingzhou) upon his back. He was thought to have lived in the South China Sea during the time of the formation of the world. Ao ( simplified Chinese: 鳌 traditional Chinese: 鰲 pinyin: áo) is a large marine turtle in Chinese mythology.