Hi all this might be of interest to both the game engine and to the renderer.
these blog posts from a graphics programmer are rather interesting - while his audience is game devs, it might be useful to apply to film as well Even error distribution - basically the point is that is better to have a consistent slightly lower quality - than to have uneven quality where some things are great, but occassional areas where the quality is lower than average - since the change in quality is quite noticable. http://diaryofagraphicsprogrammer.blogspot.com/2011/07/even-error-distribution-rules-for.html no lookup tables (has some interesting ideas such as using G-buffer screen space global illumination for objects that are far away;) http://diaryofagraphicsprogrammer.blogspot.com/2011/07/no-look-up-tables-rules-for-designing.html screen space rules - use screen space techniques for most stuff since it is more efficient http://diaryofagraphicsprogrammer.blogspot.com/2011/06/screen-space-rules-for-designing.html LetterRip _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
