Comment by andybak
4 hours ago
> Much of the science about lighting, physics, and rendering we take for granted today was mostly unknown;
I'm not so sure. I grew up playing with offline 3d rendering rather than real-time game stuff - and game dev was merely reusing the same smoke and mirrors that people used to keep rendering time under a week a decade earlier. People always knew the "correct" way to do things but it was just out of reach given the hardware constraints. GI, radiosity, path-tracing etc already existed well before this - but nobody could do it on consumer hardware
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