Using terrain for this is not particularly representative. You should try one of the typical test scenes used by research papers on ambient occlusion like the Sybenik cathedral or Crytek Sponza, those models are free from there : <a href="http:&#x2F;&#x2F;graphics.cs.williams.edu&#x2F;data&#x2F;meshes.xml" rel="nofollow">http:&#x2F;&#x2F;graphics.cs.williams.edu&#x2F;data&#x2F;meshes.xml</a><p>Secondly, in the video it seems the ambient occlusion changes depending on the view direction (or light direction) which is wrong. The &quot;ambient&quot; in ambient occlusion means it doesn&#x27;t depend on the view direction or main light direction (I simplify here of course).<p>Finally, some performance results would be nice. I mentioned that on your previous project as well but it&#x27;s essential in anything graphics related.