Morgan McGuire: Improving Quality in Video Games

Posted May 29: McGuire, “Ambient Occlusion Volumes” in proceedings of ACM SIGGRAPH/Eurographics High Performance Graphics, June 2010

This new paper by Morgan McGuire describes an algorithm for generating images with proximity shadows and other ambient occlusion effects that is 4000 times faster than the current ray tracing algorithms that produce comparable quality.  This will improve the quality of lighting for dense scenes in video games, CAD software, and scientific visualizations.

You can find McGuire’s blog of interesting research results and practical observations in 3D computer graphics and games at