Ambient Occlusion Generator

I’m currently working on a new algorithm for the ambient occlusion generator. The basic idea comes from smash, the main coder of Fairlight, a famous demoscene group (thank you mate!). My old AmbOccGen was (is still) really slow: calculating per-vertex AO term for a 40000-polys object with 1000 samplers could take many hours and even more (days!). The following image shows a 40,000 polys scene (each torus has 20,000 polys) and the new alogrithm took only 5 minutes to compute the ambient occlusion for 8192 samples! Really cool and I know I can do better…

I’ll released an end-user tool when the new version of oZone3D will be ready. The new version of oZone3D is now a top priority task (and a particularly huge task…).

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