It’s the squint test: if you approximate an equation and squint very hard and it still looks correct from 10 feet away, the math is good :)
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Graphics programmers: Squint and see if it looks good. Scientists: Perform a power series expansion and take the first couple of terms. Mathematicians: Derive an elaborate proof. Get a heart attack from graphics programmers and scientists.
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Numericist, repeat mathematicians work, this time taking into account floating point precision limits.
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I also find it hilarious how so many modern games/engines spend so much time getting the lighting right but are an aliased mess. Didn't PIXAR in the 90's say it best? Priorities (in order): framerate, aliasing, resolution, everything else
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I think good animation is more important than 4k resolution. I also think good global lighting is more important than 4k resolution. In fact, if you can give me perfectly physical animation and GI on 480p, that's fine by me!
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As long as there is no visible aliasing. The problem is, so many games today have all these fancy shaders and lighting and yet there is visible shimmering and jaggy edges everywhere. When did this become considered acceptable...
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Way too much focus on using fill rate for high resolution. No engine can even pretend to be a 480p sitcom soundstage. We have so far yet to go. Often, nonphysical animation is one of the bigger culprits, which doesn't even need shaders to fix, but it's "less sexy" ...
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I still think of the astrophysicist who told me a sine is basically a linear equation near 0 and radians and degree also don't matter, in space a factor of 50 is still roughly the same.
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I think it should be "Real-time graphics programmers" and "Film programmers" respectively! :)
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No lampoon is too harsh for the stereotypical graphics engineer.
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I thought you just made up the word "gonioreflectometer" until I looked it up.
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that's what Nature does
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it's also fond of 2nd derivatives
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Eh. More the latter than the former :P
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