This paper introduces an algorithm for generating ambient occlusion maps based on the differential algorithm, aiming to enhance the environmental occlusion effects in graphic rendering through advanced computational techniques. The algorithm is inspired by the principles of the differential algorithm and the lighting information stored in normal maps. By inputting a differential step size, it cleverly samples and computes the gradient information of the normal map, resulting in the generation of high-quality ambient occlusion maps. The unique advantage of the algorithm lies in its sensitivity to lighting information and its flexible application of the differential step size. By effectively capturing subtle gradient variations in the normal map, it provides a more realistic and refined effect for the final physically based rendering (PBR) material graphics rendering.
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Jiaru Li (2024) studied this question.
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