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The real next step in 3D will be lot more polygons (not bump mampping) for simulating real clothes when characters are moving.
While for sure polygons will increase linearly, the next thing will be better lighitng models and surface interactions. The pixel pipeline will increase faster than the vertex pipe.
As such, effects like subsurface scattering are going to be part of a larger, genralized approach for surface interaction and global illumination.
For now, I think the baic depth map method is the way to go. There are resources avaioble that desribe it in detail.
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