SoGVRFirstHitAmbientOcclusion¶
- InventorModule¶
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definition
Purpose¶
The SoGVRFirstHitAmbientOcclusion module adds ambient occlusion to the first hit ray caster, see SoGVRFirstHitRayCastSettings. The ambient occlusion is implemented as described in
GPU-Based Monte-Carlo Volume Raycasting by Christof Rezk Salama. The module casts a number of rays on the hemisphere of each hit point, directed towards the gradient of the hit point and calculates how many rays are occluded. Occluded regions are thus darkened.
Usage¶
The module needs to be added to a SoGVRVolumeRenderer scene, make sure that a SoGVRRayCastSettings and a SoGVRFirstHitRayCastSettings are part of the scene.
Details¶
(left) Example rendering with ambient occlusion (right) First hit rendering without ambient occlusion
Windows¶
Default Panel¶
Output Fields¶
self¶
- name: self, type: SoNode¶
Node to be placed in front of a
SoGVRVolumeRenderer, make sure that aSoGVRRayCastSettingsand aSoGVRFirstHitRayCastSettingsare part of the scene.
Parameter Fields¶
Field Index¶
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Visible Fields¶
Enabled¶
- name: enabled, type: Bool, default: TRUE¶
If checked, the ambient occlusion is enabled.
Num Samples¶
- name: numSamples, type: Integer, default: 32¶
Sets the number of occlusion rays that are sampled.
Num Ray Steps¶
- name: numRaySteps, type: Integer, default: 10¶
Sets the number of steps that each ray is casted.
Ray Step Size¶
- name: rayStepSize, type: Integer, default: 3¶
Sets the step size of each ray (as a multiple of the step size provided by the sampling rate).
Noise Scale Factor¶
- name: noiseScaleFactor, type: Integer, default: 333¶
Sets the scale factor for sampling in the noise texture, depending on the volume position.