Hi,

I want to implement Ambient Occlusion in a static scene, so I´m trying to 
implement an algorithm to calculate the accesibility of each vertex and shadow 
each fragment according to this parameter. I tried to do that with raycasting, 
but my model have too many vertices(~3.000.000) and it takes too much time to 
do this calculation.  

Looking for another solution, in the Nvidia GPU Gems1,  I´ve found another 
possible implementation using hardware acceleration (Nvidia GPU Gems 1, chapter 
17). The idea is doing a lot of renders with different lights enabled, merge 
them in a texture and use it as shadow map. There is an OpenGL example 
implementation in the Nvidia SDK 9.5 samples.

My problem is that I don´t know how to merge all the textures from the 
different renders in one... In the OpenGL example it´s done using the 
Accumulation Buffer. I know that there is an example that uses it 
(osgmotionblur) , but in this example the accumulation buffer is accessed 
through the GraphicContext. I´m looking to do the same with my RTT camera... 

Please, could anyone help me with this issue? I´m a little stuck here... 
Perhaps there is any other easy way to calculate the AmbientOcclusion?

Thank you!

 Cheers,

Jj

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