Hello Igors,
occlusion baking to textures (and to normal maps) makes sense since the renderer does not need to render the occusion for static objects again and again each frame. Its not about making phong faster, but to substitute long raytracing rendertimes with short phong render times. Its not only good for realtime purposes, but also for architectural renders, and environments in general.
The benefit of baking to textures in opposit to radiosity is, that radiosity needs many polygons and subdevisions to store the shading within the vertext colors of the object. If you have a simple cube you have six (12) polygons. If you bake to a texture you have still 6 polygons and a texture that stores all the subtle shading information an occlusion pass usually provides. if you use radiosity instead you increase polycont by a factor of some hundrets more polygons.
This may not sound like a real problem for a simple cube, but when it comes to detailed architetural models it can be a problem since the benfit of the baking is eaten up by the increased numbers of polygons to be rendered.
A general benefit of texture baking is, that the textur can store far more shading infomation. It is possible to bake detailed maps containing all details of the original model which can later be substituted with a low poly version of th same moel - the render will look identical but take only a fraction of rendertime compared to the raytraced original model.
Is all about render efficiency.
Baking (as initially asked for in this thread) of models to a rendering database is somthing I personally really do not like due to the fact, that it is very timeconsuming to use on large scale projects, since the distribution of the cache file to renderslaves only works manually. It gives major headaches when you want to change things in your setup fast.
I have not a solution for this but this is the reason I do not wok with particle plugins in EI anymore and rather like to do them in After Effects or somwhere else.
Jens