Ambient Occlusion

A rendering technique that simulates how ambient light is blocked in crevices, corners, and contact areas between objects, adding subtle shadows that enhance depth perception and spatial realism.

Ambient Occlusion (AO) calculates how much ambient light each surface point receives. Areas where objects meet and narrow crevices appear darker, while open surfaces stay bright. This subtle darkening contributes to depth perception and spatial realism.

One representative game setup combines real-time SSAO with baked AO maps: baked for static geometry, screen-space for dynamic interactions. Some engines fold occlusion into the global illumination pass, as Unreal Engine 5's Lumen does. Keeping AO intensity moderate avoids unnaturally dark crevices; 0.5-0.8 is one such setting example.

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