FIU Data Set: Shadows and Ambient Occlusion vs. OpenGL-like local shading

(click on images to see higher-res versions)

FIU with local (OpenGL-like) Shading
Without shadows and/or ambient occlusion (i.e., using a OpenGL-like local shading model), the FIU data set looks like this.

FIU with ray traced shadows
Simply adding shadows already greatly enhances the user’s perception of depth (e.g., the relative positions of streamlines and base geometry, the actual shape of the geometry, etc.).

FIU with OSPRay’s Ambient Occlusion Renderer
Ambient Occlusion further increases perception of depth. In OSPRay, enabling (true, ray-cast) Ambient Occlusion is as simple as selecting the “ao” renderer.