Ambient occlusion is a rendering technique concerned with the measurement of the amount of ambient light reaching surfaces.

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How should I apply Ambient Occlusion from greyscale AO maps?

I've seen many tutorials on SSAO, but none for simple ambient occlusion maps. I can see myself working things out alone, as AO maps are simple greyscale maps that indicate where there should be more ...
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Unity's 'Ambient' Occlusion occludes everything. How to do it better?

I'm experimenting with custom AO solutions for Unity. While looking at the source for their built-in SSAO effect, I noticed the shader is doing this: half ao = tex2D (_SSAO, i.uv[1]).r; ao = pow (ao, ...
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Any reason not to combine an AO Map and Cavity Map into one texture?

If an Ambient Occlusion Map is for mapping shadows based on closeness of neighboring geometry, and a Cavity Map is for mapping smaller shadows based on angle or distance, then is there any reason not ...
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Ambient Occlusion And Lights

I read this: What is ambient occlusion? but it didn't answer my question. I understand that ambient occlusion makes places of where ambient light can't reach darker. But imagine if I add a light ...
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SSAO issue - surfaces darken based on camera angle

I have a strange issue in my engine where my SSAO effect will extremely darken or lighten based on my camera angle: In that example, I'm just outputting the ssao texture to the screen. The texture ...
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Why would an ambient occlusion (AO) shader's performance be dependent on light direction?

One of my favourite games recently implemented ambient occlusion as a graphics feature, which appears to perform very well in most circumstances - except during sunrise and sunset. As someone who is ...
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How can I do ambient occlusion for simple meshes with few vertices?

I want to do ambient occlusion for some simple buildings. Since simple buildings have very few vertexes, how can I get good results? Is it possible with a per-vertex AO implementation?