Original Post
For precomputing ambient occlusion for an object, is the algorithm just: For each polygon in the object 1. Pick the center point and cast N random rays over the hemisphere and test if the ray intersects the object 2. Then AmbientFactor = number of ray misses / total number of rays cast Then I would have an occlusion factor for each polygon, and would I just do an averaging process (similar to normal averaging) to get it at each vertex? To build an ambient occlusion texture map, you would have to unwrap the mesh, but do the same algorithm per texel?