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  • Memory Lane

    http://www.youtube.com/watch?v=6Y-ymK2b-yI
    Immersive media - design and production
    http://www.felixdodd.com/
    https://www.linkedin.com/in/felixdodd/

  • #2
    now, that's funny! We have come a long way!
    Bobby Parker
    www.bobby-parker.com
    e-mail: info@bobby-parker.com
    phone: 2188206812

    My current hardware setup:
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    • 128gb Vengeance RGB Pro RAM
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    • #3
      those memories...D.O.S and waiting for hours like today.
      at that time you have to fake everything, extra lights simulate GI, geometry to simulate fog, etc...and I thought that it was very photo realistic!! It's like seeing a photo of myself today from the 80's wearing that clothe and hair cut (WTF)
      show me the money!!

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      • #4
        Originally posted by flino2004 View Post
        those memories...D.O.S and waiting for hours like today.
        at that time you have to fake everything, extra lights simulate GI, geometry to simulate fog, etc...and I thought that it was very photo realistic!! It's like seeing a photo of myself today from the 80's wearing that clothe and hair cut (WTF)
        Actually I loved those days - I used Lightscape but sadly Autodesk have scrubbed pretty much any trace of that software from the web so I cant find any decent examples except this article - http://www.maxinkcafe.com/constructi...s&tutorialid=9

        Despite being extremely fussy with the input geometry it was great to have an OpenGL model in LS solution mode, and move around it in real-time, whilst iterating different solutions. I still wish we could have a similar approach in Vray, rather than the image bound pipeline which is standard these days. Being able to iterate a quasi-baked-render-to-texture scene or model, and then perform a beauty pass from any angle is real power, especially if integrated with a rasterization engine for realtime output. Considering LS could whip out a decent gi solution of an average scene in around 20 minutes on a Pentium 133mhz is worth bearing in mind when considering how far we have come.

        This approach would compliment the current crop of fast PT renderers nicely with a powerful biased approach for maximum control.
        Last edited by deflix; 16-04-2013, 02:03 AM.
        Immersive media - design and production
        http://www.felixdodd.com/
        https://www.linkedin.com/in/felixdodd/

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        • #5
          And it already came with light leaks!

          http://www.cgtechniques.com/tutorials/lightscape.php

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          • #6
            Originally posted by instinct View Post
            And it already came with light leaks!

            http://www.cgtechniques.com/tutorials/lightscape.php
            yes it was very tricky to make a gi renderer with real-time output given available hardware at the time; progressive refinement was very fussy with the Geometry due to meshing/memory limits - no coincident verts etc..
            This is to be expected for what started as a research project at Cornell that was wiped from the scene without any development by Autodesk.

            Ive seen that tut anyway and its pretty lame tbh - there were all sorts of cool techniques for creating better solutions then that but very few people actually used LS properly due to the steep learning curve.
            These examples I did in the 90s had both natural and artificial light and converged with very few artifacts
            Attached Files
            Last edited by deflix; 16-04-2013, 03:40 AM.
            Immersive media - design and production
            http://www.felixdodd.com/
            https://www.linkedin.com/in/felixdodd/

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            • #7
              the exterior lighting model was quite effective from memory.
              Attached Files
              Immersive media - design and production
              http://www.felixdodd.com/
              https://www.linkedin.com/in/felixdodd/

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              • #8
                Originally posted by deflix View Post
                Actually I loved those days - I used Lightscape but sadly Autodesk have scrubbed pretty much any trace of that software from the web so I cant find any decent examples except this article - http://www.maxinkcafe.com/constructi...s&tutorialid=9

                Despite being extremely fussy with the input geometry it was great to have an OpenGL model in LS solution mode, and move around it in real-time, whilst iterating different solutions. I still wish we could have a similar approach in Vray, rather than the image bound pipeline which is standard these days. Being able to iterate a quasi-baked-render-to-texture scene or model, and then perform a beauty pass from any angle is real power, especially if integrated with a rasterization engine for realtime output. Considering LS could whip out a decent gi solution of an average scene in around 20 minutes on a Pentium 133mhz is worth bearing in mind when considering how far we have come.

                This approach would compliment the current crop of fast PT renderers nicely with a powerful biased approach for maximum control.
                Oh it´s stil there. It was implemented in max5 alongside lightracer as "radiosity". I think only the adaptive mesh is not included.. wich was the most important
                thing btw. "quick guys.. global illumination is on the horizon..let´s implement some random technologies and never touch them again".. ah yeah.. good old times...
                some things never change

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                • #9
                  I also love lightscape, but max DOS version 1 was a lot work to get something nice..... You can see lightscape images today and they still look very good.
                  show me the money!!

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                  • #10
                    Originally posted by samuel_bubat View Post
                    Oh it´s stil there. It was implemented in max5 alongside lightracer as "radiosity". I think only the adaptive mesh is not included.. wich was the most important
                    thing btw. "quick guys.. global illumination is on the horizon..let´s implement some random technologies and never touch them again".. ah yeah.. good old times...
                    some things never change
                    Yes they did a rough approximation of LS without progressive refinement any of the other features - it was just a basic implementation of the radiosity algorithm inside max.
                    Immersive media - design and production
                    http://www.felixdodd.com/
                    https://www.linkedin.com/in/felixdodd/

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                    • #11
                      I still have mine

                      Click image for larger version

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                      Bobby Parker
                      www.bobby-parker.com
                      e-mail: info@bobby-parker.com
                      phone: 2188206812

                      My current hardware setup:
                      • Ryzen 9 5900x CPU
                      • 128gb Vengeance RGB Pro RAM
                      • NVIDIA GeForce RTX 4090
                      • ​Windows 11 Pro

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                      • #12
                        Originally posted by deflix View Post
                        the exterior lighting model was quite effective from memory.
                        I recognise those people in that first image...
                        Kind Regards,
                        Richard Birket
                        ----------------------------------->
                        http://www.blinkimage.com

                        ----------------------------------->

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                        • #13
                          Originally posted by tricky View Post
                          I recognise those people in that first image...
                          .......
                          Immersive media - design and production
                          http://www.felixdodd.com/
                          https://www.linkedin.com/in/felixdodd/

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                          • #14
                            Originally posted by tricky View Post
                            I recognise those people in that first image...
                            they all run to theyr resellers, cause the Matrox 400 was much more smoother than the hilarous fixed-frequency, which we stored in basement than

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                            • #15
                              Originally posted by mario74 View Post
                              they all run to theyr resellers, cause the Matrox 400 was much more smoother than the hilarous fixed-frequency, which we stored in basement than
                              I want what you're smoking dude...
                              Immersive media - design and production
                              http://www.felixdodd.com/
                              https://www.linkedin.com/in/felixdodd/

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