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omegarealist

Ambient Occlusion Post Process Filter

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I want to make it so that my engine will will observe all 3d models processed and will create the Ambient Occlusion lighting effects on a scene/models to avoid having to light things in real time. I want to do this so it will make it easier on the GPU/CPU to process the data. I would like advice and code samples.

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Some key-words for you to research (besides Ambient Occlusion) might include:
Precomputed radiance transfer (PRT)
Spherical Harmonics (SH)

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GPU Gems has been made available on the interweb for free.

I haven't read it yet, but the contents lists some stuff on Ambient Occlusion.

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