I’m planning to implement some form of ambient occlusion computation for my engine. I was thinking about a screen-space technique, however, I don’t know the subject enough to decide which technique to implement/integrate.
I think the following notes could be relevant for the choice:
- Forward renderer
- Blinn-Phong model (no pbr)
- CAD context
Since realism is not the focus of the application I was wondering if maybe there were less physically inspired algorithms to compute ambient occlusion (like curvature-based ao for example) since in this context ao should be more about scene readability than accuracy.
How would you deal with this choice?