Thats a unique idea.You should consider the following idea to enhance your idea so that it would impact uniquely: Real-time rendering can benefit from global illumination methods to make the 3D environments look more convincing and lifelike. On the other hand, the conventional global illumination algorithms for the estimation of the diffuse surface interreflection make heavy usage of intra- and interobject visibility calculations, so they are time-consuming, and using them in real-time graphics applications can be prohibitive for complex scenes. Modern illumination approximations, such as ambient occlusion variants, use precalculated or frame-dependent data to reduce the problem to a local shading one.  presents a fast real-time method for visibility sampling using volumetric data in order to produce accurate inter- and intraobject ambient occlusion. The proposed volume sampling technique disassociates surface representation data from the visibility calculations, and therefore, makes the method suitable for both primitive-order or screen-order rendering, such as deferred rendering. The sampling mechanism can be used in any application that performs visibility queries or ray marching.
['Georgios Papaioannou', 'Maria Lida Menexi', 'Charilaos Papadopoulos']
I am writing a research paper on a idea Real-Time Volume-Based Ambient Occlusion
[{"from": "human", "value": "I am writing a research paper on a idea Real-Time Volume-Based Ambient Occlusion"}, {"from": "gpt", "value": "Thats a unique idea.You should consider the following idea to enhance your idea so that it would impact uniquely: Real-time rendering can benefit from global illumination methods to make the 3D environments look more convincing and lifelike. On the other hand, the conventional global illumination algorithms for the estimation of the diffuse surface interreflection make heavy usage of intra- and interobject visibility calculations, so they are time-consuming, and using them in real-time graphics applications can be prohibitive for complex scenes. Modern illumination approximations, such as ambient occlusion variants, use precalculated or frame-dependent data to reduce the problem to a local shading one.  presents a fast real-time method for visibility sampling using volumetric data in order to produce accurate inter- and intraobject ambient occlusion. The proposed volume sampling technique disassociates surface representation data from the visibility calculations, and therefore, makes the method suitable for both primitive-order or screen-order rendering, such as deferred rendering. The sampling mechanism can be used in any application that performs visibility queries or ray marching."}]