# Chapter 14. Dynamic Ambient Occlusion and Indirect Lighting — Michael Bunnell

- Source: https://developer.nvidia.com/gpugems/gpugems2/part-ii-shading-lighting-and-shadows/chapter-14-dynamic-ambient-occlusion-and
- Volume: GPU Gems 2
- Note: add-only excerpt; images omitted.

## Summary of full chapter read
Mesh → oriented disks (one per vertex, area from 1/3 triangles). AO ≈ 1 − sum disk solid-angle shadow terms; second pass modulates by emitter accessibility to fix double-shadowing; bent normal from residual. Hierarchy of parent disks → O(n log n). Same framework with disk form factor for one-bounce indirect / area lights. No explicit visibility rays—approximate shadowing only. Foundation for Gems3 Ch12 high-quality AO refinements.

