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Self-shadowing, briefly

May 20, 2009

The next great hurdle in consumer graphics technology is the successful implementation of self-shadowing. In every successive generation of graphics technology, programmers have made massive steps toward approximating the rendering equation. We've moved from simple vertices and shaded polygons to advanced geometry and multi-pass shader engines. But real-time graphics remain stuck in an uncanny valley […]

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Rendering Cleverness

March 25, 2009

Austin Robinson of NVIDA makes an excellent point during his introduction of a new CUDA-based ray casting engine (NVIRT) at I3D'09 [paraphrased from his slides]: Rasterization is fast, but needs cleverness to produce complex visual effects. Ray tracing robustly supports complex visual effects, but needs cleverness to be fast. This is especially interesting because it […]

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