because the visual effects (VFX) business causes more divorces, has longer hours, and more unscrupulous bosses than the game industry. Competition at its finest!
I’ve been thinking about this for a while. We all watch sports, but why not watch computer games? I doubt there is much of a market for watching Half-Life or Halo, but maybe a future version of Rock Band or SingStar?
I’m not the only one who wants this, as at GDC many presentations casually mentioned it. I think it’s has a brighter future than hardcore games, but right now the current crop of games aren’t worth watching (no social aspect). Microsoft is pimping PGR 3 as a game to watch. No thanks.
Advanced shadow techniques – while shadow volumes + shadow maps are the most common techniques they are also the most problematic.
In general, shadow maps are the most flexible of them all because there is no need to create a degenerate shadow volume for extrusion. However, they are noisy due to the lack of shadow map resolution and numerical imprecision in post-projection space.
After reading the up to date literature on shadowing algorithms, I believe strongly in two methods: Adaptive Shadow Maps that increases the resolution on the shadow map in areas where it is necessary but requires a tree-like data structure that makes it hardware-unfriendly until Glift came along…
and the other is custom rendering techniques that enable “shadowing” like Pre-computed Radiance Transfer, Irradiance Volumes or Alex Evan’s Signed Distance Functions. If a game has specific limitations (i.e. mainly indoors), then the graphics system should leverage this.