November 7, 2010
Every once in a while I’ll see a tutorial online or a paper that talks about specular. And it will have a line like “Some materials such as cloth and cardboard are pure diffuse surfaces with no specular”. This is a lie. Every object in the real world has specular, even good [...]
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October 17, 2010
Here’s a question that comes up a lot. According to the spec sheet, the RSX in the PS3 has something like 250 million triangles per second. Then, you can do the math. If we are hitting 30 fps, then we in theory get 8.3m triangles per frame. The resolution of a [...]
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August 22, 2010
We need a head. Preferably a bald, white male, mid-20s.
This issue popped up for me at Siggraph, but it has been a problem for years. At my course on lighting shading in Uncharted 2, I had to put a Rendermonkey scene together showing off the skin shading in the game. So I [...]
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June 14, 2010
With Siggraph coming up, I thought I’d take a moment to talk about what games mean when they say “realtime” vs academic research at, say, Siggraph. In particular, it seems like every realtime paper at Siggraph has a line in the conclusion that goes like “This technique runs at 200 fps, so it’s fast [...]
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