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Interestingly, many shadow inaccuracies appear in 3D video games, due to a combination of rasterization hacks to approximate light transmission and rendering (p
by nyanpasu64 4y ago
Interestingly, many shadow inaccuracies appear in 3D video games, due to a combination of rasterization hacks to approximate light transmission and rendering (player shadows appearing withing stage shadows, shadows appearing above players standing below a platform), and deliberate artistic liberties to make games easier to play (Mario Sunshine's level shadows are cast from the sun, but tree and player/enemy shadows appear directly below characters to make it easier to judge jumps).
- mfost 4y agoThat's pretty old 3D rendering tricks causing those overall though. Like I fail to see recent games doing those at all. Overall, shadows aren't the hard part nowadays, it's light that is. Global illumination and light bouncing back around that is. Though shadows ARE very expensive still.
- viraptor 4y agoIt's getting better, but correct shadows cast on dynamic objects are still a relatively recent thing. Can't test now, but i would bet some modern titles still only do shadows on static geometry on lower settings.
- chungy 4y agoJohn Carmack made it a point to show Doom 3 doing exactly that, in 2004, 19 years ago.
- fijiaarone 4y agoAnd then there is Metaverse level of inaccuracy, which we haven’t seen since the Middle Ages.
- signalToNose 4y agoI think these artists work in kind of similar way that a renderer work. They would fill in different areas of the painting an move on to the next. Almost painting by numbers style. Therefor you get idiosyncrasies and disjointed artifacts