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Today, we are going to discuss the paper published by NVIDIA's Pascal Gautron, which introduces a technique called 'Hashed Raytraced Ambient Occlusion' (HRTAO). Unlike traditional screen-space methods, this technique utilizes multi-resolution spatial hashing that adapts the level of detail based on camera distance for scene lighting, effectively eliminating visual noise.
Read full paper:
https://history.siggraph.org/wp-content/uploads/2022/08/2020-Talks-Gautron_Real-Time-Ray-Traced-Ambient-Occlusion-of-Complex-Scenes.pdf
Original Copyright Free Music written, performed, and produced by TrackTribe
https://www.youtube.com/watch?v=HK9z2cR8nlM&list=PLFEJ2E5exsjrjRzhJdOYOmTlcYfK3Hz7_
By Jacobo RíosToday, we are going to discuss the paper published by NVIDIA's Pascal Gautron, which introduces a technique called 'Hashed Raytraced Ambient Occlusion' (HRTAO). Unlike traditional screen-space methods, this technique utilizes multi-resolution spatial hashing that adapts the level of detail based on camera distance for scene lighting, effectively eliminating visual noise.
Read full paper:
https://history.siggraph.org/wp-content/uploads/2022/08/2020-Talks-Gautron_Real-Time-Ray-Traced-Ambient-Occlusion-of-Complex-Scenes.pdf
Original Copyright Free Music written, performed, and produced by TrackTribe
https://www.youtube.com/watch?v=HK9z2cR8nlM&list=PLFEJ2E5exsjrjRzhJdOYOmTlcYfK3Hz7_