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Re:The Art of Rendering (2012) by ykl on Saturday December 07, 2013 @12:36PM (#6866956)
I have a feeling that this is one of those ideas that is going to be far far harder than you think it will be.
Re:The Art of Rendering (2012) by Scene_Cast2 on Saturday December 07, 2013 @12:47PM (#6866993)
So far I've tried doing it on paper for a infinite plane with a single step and uniform lighting. I ended up with a scaled atan(x) as the function of light depending on the distance from the step. I haven't figured out how to handle complex occluding geometry in a nice way.
Re:The Art of Rendering (2012) by ykl on Saturday December 07, 2013 @03:21PM (#6867532)
That's exactly what I mean; the simple sanity check case is easy, but once you start layering on things like complex geometry and surface models and volume data, the problem grows in difficulty absurdly quickly.
Re:The Art of Rendering (2012) by stevenschronk on Saturday December 07, 2013 @12:43PM (#6866983)
I have been working on one and it's not that hard actually.

The most difficult part has been creating the right data model.