Pioneers of 3D Graphics
Ed Catmull - Texture Mapping, Anti-aliasing, Subdivision Surfaces, Z-Buffering
Subdivision Surface |
Texture Map |
Jim Blinn - Blinn-Phong Shader Model, Bump Mapping
Blinn-Phong Shader Model |
Bump Mapping |
Loren Carpenter & Robert Cook - Reyes Rendering
Ken Perlin - Perlin Noise, Hypertexture, real-Time Character Animation, Stylus Based Input Devices
Pat Hanrahan & Henrik Wann Jensen - Subsurface Scattering, Photon Mapping
Arthur Appel & Turner Whitted - Raycasting & Raytracing Algorithms
Paul Debevec - Image Based Rendering & Modeling, HDRI
Krishnamurthy & Levoy - Normal Mapping
Normal Mapping |
Ofer Alon & Jack Rimokh - Founded Pixologic, created ZBrush
William Reeves - Motion Blur Algorithm
For more information, see this link.
Democratization of 3D Graphics
Democratization in the 3D graphics industry means that the divide between the larger studios and freelancers is becoming smaller. With more and more tools becoming easily affordable for not just studios but freelance artists, the lone ranger that are freelance are able to create equal quality work as a large studio could produce.
Until very recently, freelance artists could own well-equipped workstations but be restrained by the specs. Their ability to render scenes would be severely crippled by this, as was the amount of polygons they could use before their system would struggle to load it all. Recently, the option for freelance artists to send your files off to a dedicated render farm after having done test renders.
Ptex
Ptex is a texture mapping system developed by Walt Disney Animation Studios for production quality rendering. Ptex does not require UV assignment, as it applies separate texture to each face of a subdivision. I think Ptex will allow future assets to have higher definition texture and make creations look even closer to being life-like. By what I have been reading, it sounds like a lot more effort than texturing as we do it now, because of the possible need to texture every single face individually instead of assigning a single plane of texture to several faces using UV mapping.
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