REAL-TIME AMBIENT OCCLUSION ON THE PLAYSTATION3

Dominic Goulding, Richard Smith, Lee Clark, Gary Ushaw, Graham Morgan

2012

Abstract

This paper describes how to implement ambient occlusion effects on the Playstation3 (PS3) while alleviating processing demands on the GPU. The solutions proposed here are implementations that utilize the parallel processing available on the PS3’s synergistic processing units (SPUs). Two well-known ambient occlusion techniques are evaluated as candidate solutions for PS3 SPU implementations.

References

  1. Augonnet, C. (2006-2007). An introduction to IBM cell processor.
  2. Elad, M. (2002). Algorithms for noise removal and the bilateral filter.
  3. Engstad, P.-K. (2010). Introduction to SPU optimizations. Naughty Dog.
  4. Filion, D. and McNaughton, R. (2008). Starcraft 2 effects and techniques. In Advances in Real-Time Rendering in 3D Graphics and Games Course, SIGGRAPH.
  5. Gschwind, M. (2006). The cell broadband engine: Exploiting multiple levels of parallelism in a chip multiprocessor. Technical report, IBM Research Division.
  6. Hable, J. (2010). Uncharted 2: HDR lighting. Game Developers Conference.
  7. Hoberock, J. and Jia, Y. (2008). High-quality ambient occlusion. In GPU Gems 3. Addison-Wesley.
  8. Loos, B. J. and Sloan, P.-P. (2010). Volumetric obscurance.
  9. McGuire, M., Osman, B., Bukowski, M., and Hennessy, P. (2011). The alchemy screen-space ambient obscurance algorithm. In High-Performance Graphics 2011.
  10. Ownby, J.-P. (2010). Toy Story 3: The video game rendering techniques. In Advances in Real-Time Rendering Course, SIGGRAPH.
  11. Shanmugam, P. and Arikan, O. (2007). Hardware accelerated ambient occlusion techniques on GPUs. In Proceedings of the 2007 Symposium on Interactive 3D Graphics and Games, I3D 7807, pages 73-80. ACM.
Download


Paper Citation


in Harvard Style

Goulding D., Smith R., Clark L., Ushaw G. and Morgan G. (2012). REAL-TIME AMBIENT OCCLUSION ON THE PLAYSTATION3 . In Proceedings of the International Conference on Computer Graphics Theory and Applications and International Conference on Information Visualization Theory and Applications - Volume 1: GRAPP, (VISIGRAPP 2012) ISBN 978-989-8565-02-0, pages 295-298. DOI: 10.5220/0003820202950298


in Bibtex Style

@conference{grapp12,
author={Dominic Goulding and Richard Smith and Lee Clark and Gary Ushaw and Graham Morgan},
title={REAL-TIME AMBIENT OCCLUSION ON THE PLAYSTATION3},
booktitle={Proceedings of the International Conference on Computer Graphics Theory and Applications and International Conference on Information Visualization Theory and Applications - Volume 1: GRAPP, (VISIGRAPP 2012)},
year={2012},
pages={295-298},
publisher={SciTePress},
organization={INSTICC},
doi={10.5220/0003820202950298},
isbn={978-989-8565-02-0},
}


in EndNote Style

TY - CONF
JO - Proceedings of the International Conference on Computer Graphics Theory and Applications and International Conference on Information Visualization Theory and Applications - Volume 1: GRAPP, (VISIGRAPP 2012)
TI - REAL-TIME AMBIENT OCCLUSION ON THE PLAYSTATION3
SN - 978-989-8565-02-0
AU - Goulding D.
AU - Smith R.
AU - Clark L.
AU - Ushaw G.
AU - Morgan G.
PY - 2012
SP - 295
EP - 298
DO - 10.5220/0003820202950298