2005 HDR on the PSP

To simulate the real world we must reproduce the quality of light visible to the observer. The visible spectrum has a much higher dynamic range than the display devices we use to view our simulation. That means we have to start thinking about exposure and how to change it dynamically.

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2005 Realtime Ragdolls on PSP

 

Rag Doll rigs in games are usually less than ideal. The limbs tend to bend and behave in unrealistic ways, and yet multiple constraints present a processor hit that most developers are unwilling to accept. The Rag Doll in these demos was set up in Maya using only a hinge constraint that operates on 1 degree of freedom per joint. The rotation limit on the joint is set by the shape of the collision geometry.
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2005 Radiance Maps

This idea was first prototyped in the Moria environment for LOTR.  Based on Debevec’;s Radiance idea for image based lighting, A line of pre-rendered spherical views was strung out along the path of the Cave Troll and the ambient / bounce light was provided by interpolating between the spheres based on the Troll’s position.

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