#Shadows
24-Jan-95 14:27:45
Sb: #3436-#Shadows
Fm: Tim Wilson [Crestline] 76432,1122
To: David Hofmann 100112,3243
David,
Now we're getting somewhere… I agree with most of your remarks, especially
the “I want this option so I can decide if it's better for the specific
animation or not'' remark. And apparently John Stetzer, who has used another
Scanline program, agrees with you as well, based on his following remarks about
Shadow mapping:
>>They're brutal, ugly, have to be tweaked to look right a great deal of the
time…and are sometimes the only way to get something in on time. As an
example; one of last year's projects involved 3 250,000 poly. meshes used in an
animation (the total animation count ended up being 15000+frames). W/a single
traced shadow, it took more than a half hour to render a frame on a P5-60; w/a
single shadow mapped spot, it never took more than 10 minutes. The end result
was ugly (I had to keep things low so it would get done), but added definition
that wouldn't have been there w/out shadows and met the customer's needs. I
think there should at least be the option for them; it could mean the
difference 'twixt getting things done and not (assuming you have the memory to
spare).<<
I guess I've never thought of Imagine as principally a *Scanline* renderer.
Don't get me wrong,… I'm glad Imagine does some Scanline stuff,… but I
believe Imagine's reputation was built on its strength as a `Ray-tracer', and
that's also the way Impulse has promoted it. I think it's expecting a lot for
them to do things the same way as other companies who've focused *most* of
their efforts on beefing-up Scanline procedures. Remember Ray-tracing is a
fairly new feature to programs like 3DS and LW, but it's been an integral part
of Impulse's products from the very beginning, starting with `Silver' some 6 or
7 years ago.
I guess this is one of the reasons why I keep focusing on suggestions to
beef-up their Ray-tracing. But who knows… maybe Impulse IS intent upon making
Imagine as strong a Scanline renderer, as it is a Ray-tracer. (Mike, GreG?)
Imagine is already an extremely fast Tracer. (On my P90, moderately complex
scenes with shadows and reflections typically take 2 to 10 minutes to render at
640×480.) And my hope is they can get all this stuff to work in Trace mode so
its almost as fast as other's Scanline renderers. Furthermore, with the
addition of new 3D accelerator boards (S3, Creative Labs, Cirrus-Logic, Matrox
and others) and API's coming out in the next year or so, I think the issue of
*speed* will be irrelevant, because both Scanline *and Tracing* will be fast
enough to get the job done. I guess that's why I don't think its wise for
Impulse to divert too much of their energy into Scanline technology. But I'd
hate for them to loose committed, inquisitive users like you in the meantime.
(Mind you… I'm not implying this would happen, this is strictly
hypothetical.)
I think it would help if they put in more controls to determine which objects
can RECEIVE and CAST shadows, and maybe combine some Traced elements with their
Scanline mode, as you and others have suggested. But I don't know how difficult
this would be.
-Tim