Ambient Occlusion is a shading and rendering technique used in 3D computer graphics to simulate the soft shadows that occur in the crevices and corners of objects, adding depth and realism to the scene. It is based on the principle that surfaces close to each other block ambient light from reaching the crevices between them, creating darker areas. Ambient occlusion calculates the amount of ambient light that reaches each point on a surface by considering the geometry of the surrounding objects. This technique enhances the perception of spatial relationships and the overall believability of the rendered image. In design, ambient occlusion is widely used in architectural visualization, product design, and gaming to create more realistic and visually appealing 3D models. It helps designers and artists to better communicate the form, scale, and depth of their designs by simulating the subtle variations in lighting that occur in real-world environments. Ambient occlusion is often combined with other rendering techniques, such as global illumination and shadow mapping, to create comprehensive and accurate lighting simulations. Fun fact: The term ambient occlusion was coined by the computer graphics researcher Michael Bunnell in his 2005 paper Dynamic Ambient Occlusion and Indirect Lighting, which popularized the technique in the computer graphics community.
3D rendering, shading techniques, computer graphics, realistic lighting
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