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> I thought ambient occlusion (as opposed to other GI algorithms) was
> specifically suited to GPU implementation?
There's a variety of ways to implement AO, it just so happens someone
developed a clever way to approximate AO very quickly on the GPU.
Raytracers typically use a different method to compute AO that is not
possible (or would be very slow/tricky) on GPUs.
> Anyway, I just thought if you weren't using ray tracing, it ought to be
> possibly to run on the GPU. I guess not...
If you're not using any features of the ray tracer then isn't what you see
in the edit view good enough?
> (What's the point of a ray tracer in a product that only renders
> triangles?)
Ermm, physically correct multi-level reflections and refractions, more
accurate GI, better AA, more accurate shadows, basically all the benefits of
a raytracer rendering shapes other than triangles.
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