1. If the occluder point lies in the same plane as the occludee then, occlusion is 0.
2. If the occluder is below the occludee then again the occlusion is 0.
3. Also, the occlusion varies with occluder's distance from occludee.
|With out ambient occlusion|
|With Ambient Occlusion|
I implemented vertex morphing in a teapot. In this, teapot is morphed into a sphere. In morphing I faced a lot of difficulties as morphing a cow was resulting in a different kind of a structure. Here is a result of cow morphing:
Result with Tea pot: