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 ...
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?
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 ...