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Reader Comments (19)

Posted: Mar 20th 2006 5:42PM (Unverified) said

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Who cares... video game companies will just make crappy games look prettier.

Posted: Mar 20th 2006 5:43PM (Unverified) said

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Hopefully this will become Middleware; however, if they prove their worth, they may end up being bough by sony or microsoft.

Posted: Mar 20th 2006 5:48PM (Unverified) said

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Kind of a shame they didn't, you know, actually release some screenshots of anything realistic-looking...

Posted: Mar 20th 2006 5:51PM (Unverified) said

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Yeah, the soft shadows in the head's eyes and around the ear are rather special, but I'm holding out for a video.

You've a good point on the gameplay front there, Munk.

Posted: Mar 20th 2006 5:58PM (Unverified) said

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I would have liked to have seen comparison shots or vids comparing current lighting effects, with those incorperating "geometric algebra." So that I might better understand what a big leap in realistic lighting effects this would be.

Unless of course there are no pics showing off this new lighting (were they suppose to be the pics of the heads and pillars?) at this point, and the point of the article was to let us know whats on the horizon.

Posted: Mar 20th 2006 6:23PM (Unverified) said

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Yeah, all right! More realism!!!

[face_bored]

Posted: Mar 20th 2006 6:34PM DazGenetic said

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I love coder-art. That face model is clearly made by a programmer.

Posted: Mar 20th 2006 8:08PM (Unverified) said

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I study geometric algebra (the hardest subject in the math strand at my school) and its a very abstract course. I had actually just come to this relisation myself, as there are simple methods of calculating the position and length of the projection of one object onto another. This could be used in combination with the position of the lighting to generate highly realistic shadowing and lighting, but the potential for shadows could be applied even in something so simple as Visual Basic.

In fact, I've seen that put to the test.
To keep it simple, there is a principle called the "Cross product" where you combine two vectors (lines with direction) by a pattern involving repeated subtraction and multiplication to find the resulting vector, which would be basically the shadow cast on a surface. ... sorry, I just wrote my test on this today.

PS: (a,b,c) X (d,e,f)
= b c a b
e f d e
= ( bf-ec, cd-fa, ae-db)

(I realize they probably used a much more advanced form of this)

SORRY FOR THE MATH LESSON!

~Dom

Posted: Mar 20th 2006 8:45PM (Unverified) said

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Cool--and thanks for the math lesson, Gamer_Domeni.

Personally, I'm looking forward to better looking crappy games. It beats playing crappy looking crappy games any day.

Posted: Mar 20th 2006 10:09PM Stu L Tissimus said

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...Or, we could, you know, just wait for ray tracing video cards...

Posted: Mar 20th 2006 11:23PM (Unverified) said

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@ #10

LMAO! Just noticed it

Posted: Mar 21st 2006 1:46AM (Unverified) said

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That looks nothing like the Grand Nagus. His ears are smaller than mine. Oh, shit...I'm a Ferengi! Moving Lights + Shadows + Reflections = Profit, bitches!

Posted: Mar 21st 2006 1:48AM (Unverified) said

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Perhaps using their technique would put an end to all those Xbox360 games in which the entire world seems to have recieved a coat of gloss (Im looking at YOU DOA4). So many 360 titles are annoyingly shiny to the point where they lose their sense of realism. DOA4 suffers the most from the problem, but there are only a few games that arent a victim to bad lighting.

Posted: Mar 21st 2006 5:47AM (Unverified) said

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#8 That sounds like regular linear algebra

Posted: Mar 21st 2006 7:00AM (Unverified) said

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Oh, FINALLY! God, I HATE hard shadows. Realistic shadowing is the one thing we're really missing these days. I'm so glad someone was able to do this! This should have a profound effect on both the gaming industry, and the CG field at large. And to all you nay-sayers: I'd rather play a crappy, realistic looking game than a crappy, want-to-be-realistic looking game. Wouldn't you?

Posted: Mar 21st 2006 9:58AM CaptainRon said

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But my Second Life already has a higher resolution than real life. If they start to look the same how will I tell the difference?

Posted: Mar 22nd 2006 1:50PM KapsLocked said

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#13 - YES. Anything to keep games from being so glossy, like also in Doom3 and Quake4. I'm a bit tired of that. Like making everything look airbrushed and photochopped will really help me enjoy my experience.

Though, it does make me think that everything in a game is glazed in sugar. Mmmm....

Posted: Apr 22nd 2007 8:52AM (Unverified) said

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So now that the soft shadowing and lighting is done by the vertex shaders, I guess that frees up the pixel shaders to do more Physics….. Groovy!

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