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

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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?
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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 ...