the synthetic lighting method was actually used in some of the Half life 2 episodes in a kind of Normal maps ++ method (basically normal maps with built in internal shadowing) I wonder if valve still uses it, as they mentioned actually creating the source texture was fairly expensive and involved final gather type rendering a 3d scene with 3 colored lights :) (as opposed to just measuring normal vectors per pixel)
I stumbled across this site via [1], and went on to read [2]. I was about to submit one of those to HN, when I realized the entire site was full of gems.
Yeah, blast from the past. Early days of the web. The image interpolation/extrapolation blew me away, particularly extrapolating away from a blurred image as a way to sharpen.
Honestly, when I read "Computer Graphics Hacks", I was expecting something different (like, for example, various obscure graphics programming techniques for games/demos/whatever). But this is cool too...
Side note on http://graficaobscura.com/ccode/index.html - interesting to see that SGI was still using "K&R style" parameters for C functions in 1994, when ANSI C had already been around for 5 years. Must have had something to do with the 80 character line lenght...
For those who are not quite getting what this site was about. It was Paul's personal, creative outlet for various ideas that were not quite serious enough for a SIGGRAPH paper. As far as I can see, it hasn't changed from the 90s when it was first published. Quite the time capsule to a day before Google when the web was new, 3D graphics was mainly in workstations and digital cameras were rare items. Not to mention, back when very few used the web as a personal, creative outlet.
[+] [-] shagie|4 years ago|reply
The idea of modifying a digital image so that there is a negative shadow was rather mind-blowing to me at the time.
There's also the photographic stitching software c. 1994 which was cutting edge for its day.
Another related piece of it - http://www.employees.org/~drich/SGI/SiliconSurf/grafica/inde... which has a "future" (which I don't think ever came to be).
Another piece can be found at http://sgifiles.irixnet.org/sgi/graphics/grafica/
[+] [-] coopsmoss|4 years ago|reply
[+] [-] shahar2k|4 years ago|reply
edit: https://cdn.cloudflare.steamstatic.com/apps/valve/2007/SIGGR...
edit edit: https://youtu.be/1ry67uHZSS0 another fascinating use of a very similar technique
[+] [-] Retr0id|4 years ago|reply
[1] http://graficaobscura.com/matrix/index.html
[2] http://graficaobscura.com/interp/index.html
[+] [-] hollasch|4 years ago|reply
[+] [-] IncRnd|4 years ago|reply
[+] [-] rob74|4 years ago|reply
Side note on http://graficaobscura.com/ccode/index.html - interesting to see that SGI was still using "K&R style" parameters for C functions in 1994, when ANSI C had already been around for 5 years. Must have had something to do with the 80 character line lenght...
[+] [-] gfaure|4 years ago|reply
The calligrapher who drew the letterforms is still operating in Palo Alto to the present day. https://www.instagram.com/inja_ink/?hl=en
[+] [-] PostThisTooFast|4 years ago|reply
[deleted]
[+] [-] rogerallen|4 years ago|reply
For more examples of Paul's more serious graphics work, see https://scholar.google.com/citations?hl=en&user=236LzcwAAAAJ
[+] [-] ticklemyelmo|4 years ago|reply
[+] [-] grishka|4 years ago|reply
LOL
[+] [-] ggambetta|4 years ago|reply
[+] [-] unknown|4 years ago|reply
[deleted]
[+] [-] huachimingo|4 years ago|reply
[+] [-] justshowpost|4 years ago|reply
That's too retro even for me.
[+] [-] failwhaleshark|4 years ago|reply
Seems very light (no pun intended) on content.
Computer graphics is all about hacks to save expensive operations.
Topics I would expect:
- Triangularization: Converting solid shapes to triangle meshes.
- Triangle rendering: Triangles + transforms -> screen-parallel irregular trapezoids -> scanline drawing.
- Painter's algorithm vs. W- vs. Z-buffering.
- Clipping.
- Scene representation.
- Quaternions.
- Bump mapping.
- Texture mapping.
- Mipmapping.
- Shading - massive topic. http://aicdg.com/oldblog/cg/2018/02/04/common-shading-algori...
Also: FreeVGA - http://web.stanford.edu/class/cs140/projects/pintos/specs/fr...