Re: bump mapping using Infinite Reality

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Jean Daigle (jaydee++at++ats.qc.ca)
Fri, 23 Aug 1996 14:12:19 -0400


Hi!

Let me apologize in advance for further deviating this thread
from the technical focus of the mailing list.

I think Steve is perhaps being just a tad hard on our friends
at SGI. :-)

On Aug 23, 9:37am, Steve Baker wrote:
} Subject: Re: bump mapping using Infinite Reality
} Date: Fri, 23 Aug 96 09:37:59 -0500
} From: steve++at++mred.bgm.link.com (Steve Baker)
} To: info-performer++at++sgi.com
...
} Angus said:
}
} > Brian Cabral rhowed me a real-time bump mapping implementation
} > a year ago running on RE2, this was also explained on a recent
} > SGI graphics course. He's now published a paper on a more
} > general shading approach which I haven't seen this).
}
} OK, I think I follow this explanation - but it's a typical
} 'rigged demo' approach. You end up having people believe that
} the machine can do something that is never going to work in
} most 'real' applications.
...
}-- End of excerpt from Steve Baker

Perhaps it would be fair to make a distinction between features
which are "general purpose", and others that are "special case."

The latter involve tradeoffs with other machine features, and
may not be applicable in all scenarios, at peak performance
rates, etc.

Nevertheless, the technique described here (and others, such
as fast shadows, etc.), is ground breaking and laudable for
its own merit.

Our community has not hitherto been able to achieve such results;
it is only the amazing enabling technologies from SGI, and
innovative algorithms from lots of really bright people that
make it possible.

I for one felt humbled by the 60Hz RE^2 demos from Computer
Arts & Developments. They made me re-evaluate my assumptions
about what the hardware could achieve after settling into
a state of complacency after a couple of years.

The same criticism could have been applied to texture mapping
not so many hardware generations ago. Features evolve from the
domain of pure research, into special case demos, and finally
become incorporated into baseline products.

I would further agree that unfortunate misunderstandings can
arise when technically less-developed individuals view a demo
and invoke the halo effect to confer the demonstrated benefit
on other applications with incompatible constraints.

Caveat emptor!

Then again, if visual simulation was a commodity product, we
might be forced to look elsewhere for gainful and challenging
employment.

Regards,
Jean Daigle.

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