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"Normalize(Normal)"

5 Comments -

1 – 5 of 5
Blogger Ruben Penalva said...

Something related with the idea of your post happens to me when Im implementing a cg algorithm. I ever reach a point in the development of cg algorithms where, from a visual point it looks ok but from a
"correctness point" I feel that its not. I try to not stop there and I continue the development until I get to a point where I feel comfortable enough with the "correctness" of the algorithm.

The problem is that sometimes with the pressure of a production and the deadlines, you only have time to do a visual ok implementation.

June 25, 2008 at 1:05 AM

Blogger DEADC0DE said...

Correctness is not an issue. We will always make errors is you think that the correct thing is how the light behaves (of course I'm talking of material shaders here). We don't even know how the light behaves, exactly.
We are just building models (that artists try to fit to their ideas tweaking parameters). But we should know them, we should know why we make our errors, be conscious.

June 25, 2008 at 1:13 AM

Blogger Riccardo said...

amazing post, great job Angelo

June 25, 2008 at 8:24 AM

Blogger won3d said...

I assume you were joking about raytracing.

June 25, 2008 at 10:47 AM

Blogger DEADC0DE said...

Of course. Realtime raytracing is lame.

June 25, 2008 at 12:53 PM

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