Screen space ambient occlusion

Miscellaneous Forums/Blitz Showcase/Screen space ambient occlusion

AO and SSAO are independent of the actual lighting, so you could render an AO map in Gile[s] that would work for any static mesh. It would be more accurate than SSAO, but it would not work as well on dynamic scenes.

You can even calculate a lightmap with a few small lights in gile[s], and combine it with real-time lighting in my engine. That would be faster than rendering a bunch of really tiny lights in real-time.