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Devil's Moon

The reflective surfaces are not textures!

 

Mumixer had pointed me in the direction of Devil's Moon a few weeks ago but with one thing and another I only made it out there today - and fell flat on my face so to speak: I was always under the impression that reflections and reflectivity is beyond the scope of present day real time render. So, how on earth did they achieve this? And why does it create no lag whatsoever? I took a lot of screenshots, some from the exact same location at slight angle variations since I want my computer scientist colleague, Selim to take a look at these and tell me what the hell is going on here...

 

Beautiful SIM too btw, but quite frankly the technology had me so gobsmacked that I couldn't really take much else in. Will go back for sure.

 

6 hours later:

 

ahum... Mossy put me wise: It is an extremely clever design trick: They did the entire architecture twice, one being the perpendicular mirror image of the other and then interleaved it with those transparent textures.

 

jeez... am i embarrassed or what?

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Uploaded on March 25, 2008