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.

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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