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Devils Postpile National Monument, California
I visited Devils Postpile, which is a large collection of basalt volcanic columns.
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?
During World War II the San Francisco Bay Area has been described as “a giant cannon aimed at the Pacific.” These concrete bunkers along Devil’s Slide (south of Pacifica along Highway 1) are all that remains of a long-retired guard to the western United States.
Tasmanian Devil
Characterised by its stocky and muscular build, black fur, pungent odour, extremely loud and disturbing screech, keen sense of smell, and ferocity when feeding. The Tasmanian devil's large head and neck allow it to generate amongst the strongest bite per unit body mass of any extant mammal land predator, and it hunts prey and scavenges carrion as well as eating household products if humans are living nearby. Despite its rotund appearance, the devil is capable of surprising speed and endurance, and can climb trees and swim across rivers.
Devil's Monument, a tower of limestone eroded by wind, is all but obscured by trees on the shore of Dyer's Bay, Georgian Bay, Lake Huron, Ontario.
This is Devils Churn on the Oregon coast. A channel has been eroded from the basalt from constant wave action that pulses through it. I am told that the collection of debris including sea shells, crustacians, kelp and God know what else, is ground against the rocks and forms a thick soup which looks like butter floating on the sea. Thus the name Devils Churn.
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?