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Ocerge | 4 months ago

This is awesome. It also brought back some anxiety from >10 years ago in college that reminds me that computer graphics and my brain do not agree whatsoever.

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fragmede|4 months ago

Everything's just triangles and numbers, and my brain's no good with numbers. Linear algebra I can do though.

Keyframe|4 months ago

Not always. Disregarding CSGs and parametrics, Nvidia itself was almost buried for not adhering to that philosophy with their first product https://en.wikipedia.org/wiki/NV1

funny side note. SEGA invested $5m in Nvidia then, after the fiasco to keep them alive. They sold that equity when Nvidia went IPO for roughly $15m. Have they kept it, it would be worth $3b today. SEGA's market cap is around $4b today.

mouse_|4 months ago

It's not the numbers that freak me out, it's what they do to each other...

throwaway808081|4 months ago

People that love linear algebra reserve a special space, of either fondness or of hate, for Euclidian Space.

spaceballbat|4 months ago

Funny nvidias first 3d accelerator used quaternions

Animats|4 months ago

Graphics is trivial until you get to shadows and lighting. Then all the simple tricks stop working.

GuB-42|4 months ago

Global illumination is the hard part. The math isn't that hard, but even the best render farms don't have enough computing power to support a straightforward implementation.

So what follow is an endless series of tricks. Path-tracing is one of the purest implementations, and it is actually a simple algorithm to implement, but if you don't want to have a noisy mess on all but the most simple shapes, now we are talking PhDs and rock star developers.

Sohcahtoa82|4 months ago

> Graphics is trivial until you get to shadows and lighting

And reflections and refractions.

Raster-based reflections are a simple shortcut: Just take the rendered image of what's being reflected and invert it.

But that doesn't work when the reflected object is off screen. As a result, if you're over water that's reflecting a city skyline or something in the distance, then pitch the camera down, the reflection vanishes as the skyline goes off screen.

Alternatively, you can create an environment-mapped texture, but that makes the reflection not reflect what's actually there, just an approximation of it.

I find it incredibly distracting in games. It's like bad kerning: Once you know what it looks like, you see it EVERYWHERE.