5 ms·
It was so fun, when I first went to grad school Pat, Peter, and I figured out the fundamentals how to separate the lighting from the surface reflection using mu
by thraveboy 10y ago
It was so fun, when I first went to grad school Pat, Peter, and I figured out the fundamentals how to separate the lighting from the surface reflection using multi-resolution textures maps. And it was so fun sitting in the Princeton Graphics lab hacking up the Renderman shaders to implement it for the first time. Great memories, and what amazing insights and tools built by so many others to make what we have now possible. :)
http://dl.acm.org/citation.cfm?id=192171 http://dl.acm.org/citation.cfm?id=192171
- eps 10y agoLinked page wants $15 for the PDF. Got a non-capitalist link?
- thraveboy 10y agoLooking for a pdf now too. Here's what I've found so far: https://graphics.stanford.edu/papers/texture/texture.nocolor.ps.Z https://graphics.stanford.edu/papers/texture/texture.nocolor...
- thraveboy 10y agoHere's my original Stanford page with info on it, I'm surprised it's still up. lol :) http://www.graphics.stanford.edu/~rsg/siggraph94/index.html http://www.graphics.stanford.edu/~rsg/siggraph94/index.html
- angersock 10y agoGalerkin....like, finite element analysis Galerkin?
- thraveboy 10y agoYep. For the radiosity based global illumination things, it's the most common way of framing and solving the way light energy is passed through an environment. And most of the work is in minimizing the computationally expensive visibility operations (shadows, etc) by determining how much light energy is going to pass between two surfaces (based on distance, size, orientation, visibility, etc), and then computing using the fewest rays and the right level of resolution of the energy to efficiently utilize compute resources. Basically... :)
- angersock 10y agoI'm currently working on a cute little rasterizer in JS; a software radiosity engine would be really fun! Would you mind shooting me an email (link in profile) with any links/resources you think might be helpful for a noob?
- binarycrusader 10y agoThere's a "proper" version (postscript) with the original images intact here: https://www.cs.princeton.edu/research/techreps/TR-449-94 https://www.cs.princeton.edu/research/techreps/TR-449-94
- web007 10y agohttp://multires.caltech.edu/pubs/texture.pdf http://multires.caltech.edu/pubs/texture.pdf has a copy.
- santaclaus 10y agoSuper cool! I did not realize that Peter Schröder did this kind of work in the 1990s, I always see him on crazy discrete differential geometry papers.