Image courtesy of Mark Howard, Stanford bunny model courtesy of Greg Turk and the Stanford University Graphics Laboratory
By the end of this chapter, you should:
- understand how ambient occlusion is computed;
- know how to set up a local orthonormal basis at a hit point;
- have implemented ambient occlusion as a light shader;
- understand some of the limitations of the sampling techniques discussed in Chapter 5.
In Chapter 14, ambient illumination was a constant term throughout a scene. As a result, the surface of any object that only received ambient illumination was rendered with a constant color. Ambient ...