Baking Ambient Occlusion Maps on the GPU
Monday, October 26th, 2009Despite the trend toward screen-space ambient occlusion, static ambient occlusion maps are handy for improving the realism of non-deformable objects like cars or spaceships for free. However, baking them in Blender is a chore because raytracing a proper solution using the CPU takes ages. I’ve been toying with the idea of using the GPU to […]