Explain the concept of ambient occlusion in computer graphics.

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Explain the concept of ambient occlusion in computer graphics.

Ambient occlusion is a technique used in computer graphics to simulate the way light interacts with objects in a scene. It is a shading method that calculates the amount of ambient light that reaches a particular point on a surface, taking into account the occlusion or obstruction caused by nearby objects.

In real-world scenarios, ambient light is scattered and reflected by various surfaces, resulting in a soft and diffused illumination. However, in computer graphics, achieving this level of realism can be computationally expensive. Ambient occlusion helps to approximate this effect by darkening areas that are more likely to be occluded or hidden from the ambient light.

To calculate ambient occlusion, a ray is cast from each point on a surface into the surrounding environment. The ray's path is traced, and intersections with other objects are detected. The more intersections a ray encounters, the more occluded the point is considered to be, and thus, the darker it appears.

There are different algorithms and techniques used to compute ambient occlusion, such as screen-space ambient occlusion (SSAO) and voxel-based ambient occlusion (VXAO). These methods vary in complexity and accuracy, with some taking into account the geometry of the scene and others relying on precomputed data.

Ambient occlusion is commonly used in computer graphics to enhance the visual quality of rendered images and create a more realistic sense of depth and shadowing. It is particularly useful in architectural visualization, gaming, and film production, where achieving realistic lighting is crucial for creating immersive and believable virtual environments.