This means that the amount of ambient light that reaches a point on a surface can be estimated as a function of the surrounding local geometry this estimation is called ambient occlusion.Īmbient occlusion is a seemingly simple feature of lighting in the physical world, but is deceptively complex to implement in computer graphics. You may have noticed that in real life, ambient light will have a harder time reaching into some surfaces than others, such as in the creases of your clothes or where the inside corners of a wall meet the ceiling.