Quick AO Lightmapper — GPU AO Baking in Babylon.js

Hi everyone,

I’d like to share a project I’ve been working on called AO Lightmapper.

Still in BETA, currently tested with simple models

Repository:

It’s an Ultra-Fast GPU-accelerated ambient occlusion lightmap baker built with Babylon.js and WebGL2 that runs almost entirely in the browser.

The tool can load GLB and FBX files, automatically generate UV2 coordinates using XAtlas, bake high-quality AO lightmaps, denoise the result, fix UV seams, and export either separate textures or fully embedded GLB files ready to use in any glTF workflow.

Some of the main features are:

  • GLB and FBX support

  • Automatic UV2 unwrapping

  • GPU AO baking with configurable quality settings

  • Denoising and seam-fix post processing

  • Simple Material inspector and live preview

  • Batch processing of multiple models

  • Export as GLB + texture or Embedded GLB (using Ambient Channel)

The original goal was to create a lightweight alternative to traditional desktop baking tools, but it has evolved into a complete browser-based workflow for preparing and baking AO maps without requiring Blender or other external applications.

Everything runs locally on the user’s machine, and the baking process itself is performed using WebGL2 on the GPU.

I’d love to hear any feedback, suggestions, or ideas for future improvements.

Thanks! :rocket:

:movie_camera: Watch the demo:

Quick AO Lightmapper - Chrome Web Store

AO Lightmapper APP itchio

@DRLeria you’re on fire! Another day, another release! I can’t keep up …

Would it also be possible and practical to release this as a package for real-time in-scene AO lightmap generation?

Thank you very much, I’m taking a few days off from work and I enjoy tinkering “Babyloning”.

It would be a matter of figuring out how to implement it as an npm package for example.
First, I prefer to test it thoroughly and resolve any bugs I find. Once we have a stable version, I think it will be a great idea to implement it.

Another update for AO Lightmapper:

:white_check_mark: Selective Mesh Processing

You can now select specific meshes and bake Ambient Occlusion only for the selected objects instead of processing the entire scene.

:computer_mouse: Click to select individual meshes

:computer_mouse: Shift + Drag to perform box selection

:wastebasket: New “Clear AO Lightmaps” action to remove all generated AO maps from the scene with a single click.

This makes it much easier to iterate on large scenes and focus only on the assets you’re currently working on.

I’ll also bring this workflow to the Chrome Extension so it works directly inside Babylon.js Sandbox.

Quick AO Lightmapper - Chrome Web Store

AO Lightmapper APP itchio