Quake's Lighting Model: Surface Caching (1996)
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Quake's Lighting Model: Surface Caching (1996)
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Re: Quake's Lighting Model: Surface Caching (1996)
#2Re: Quake's Lighting Model: Surface Caching (1996)
#3Re: Quake's Lighting Model: Surface Caching (1996)
#4Re: Quake's Lighting Model: Surface Caching (1996)
#5Re: Quake's Lighting Model: Surface Caching (1996)
#6It 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 poss…
Got a non-capitalist link?
Re: Quake's Lighting Model: Surface Caching (1996)
#7It 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 poss…
Linked page wants $15 for the PDF. Got a non-capitalist link?
https://graphics.stanford.edu/papers/texture/texture.nocolor...
Re: Quake's Lighting Model: Surface Caching (1996)
#8Earlier quoted context omitted.
Linked page wants $15 for the PDF. Got a non-capitalist link?
Looking for a pdf now too. Here's what I've found so far: https://graphics.stanford.edu/papers/texture/texture.nocolor...
Re: Quake's Lighting Model: Surface Caching (1996)
#9Isn't it sad that every generation of programmers forgets, probably not deliberately, that previous generations of programmers existed and were just as smart and talented as we are today?
Ron Minnich
Re: Quake's Lighting Model: Surface Caching (1996)
#10This was Chapter 68 (!) in Michael Abrash's very excellent Black book of graphics programming. I still have my copy, and it's still relevant today.