Visualizing specular component in real life

Graphics programmers are quite used to the idea of specular highlight. It is usually more or less understood, or accepted, to be the reflected part of the incoming light, on top of the one that sort of bounces in every direction and that is referred to as the diffuse part. The specular term happens to have a very physical meaning though (which I won’t elaborate on for this time) and the interesting property of being polarized while the diffuse part is not.

This property is used by photographers, who add polarizing filters to their gear in order to eliminate glares and reflections from their shots when taking photos through glass or water for instance.

John Hable has written a very interesting article showing how to split specular and diffuse in real images. He later wrote another article showing that specular often contributes more than we expect for matte materials. Both help giving an idea of the importance of the specular term as well as getting the eye trained to identify it.

Live coding and apples

There is a recent trend of coding with an overlay editor on top of the live result, changing as the code gets written and modified. I suspect it originates on one hand from the work of the folks at Sexy Visuals and some of the videos Iñigo Quilez has been publishing demonstrating some concepts, including a basic raytracer in less than half an hour. And on the other hand, on Shader Toy (made by the same usual suspect), a web page using WebGL to allow fast GLSL shader prototyping in a browser.

It was only a question of time before someone would merge both concepts. Thus Ricardo Cabello (often known as Mr Doob) sparked off a lot of effervescence when he published his GLSL Sandbox. People would try many things, give feedback and advices, someone would quickly come up with a gallery… But after various toy experiments by various people, IQ would come back and make waves with his procedural apple. He also published another live coding video, showing how it was made.

When rendering is that beautiful

Sébastien Linage, who is a lead artist for Electronic Arts, published a video that completely nails what I value in rendering.

This video is just a montage of in game scenery shots from Need For Speed: The Run. There are no action scenes, no race, no cars running, no tires screaming: only a flyby through the environments crafted by the team who worked on this game. The scenes and the rendering are just that beautiful: beautiful enough so simply showing them with some soundtrack already makes a nice video.

Those guys really did an awesome job in that regard.

Real-time lens flare rendering

Back in May, on a French demoscene forum, demoscene.fr, Patapom mentioned a list of lens flare effects used by Video Copilot and presented his idea of implementing all of them in real-time. A few weeks later he finally presented his lens flare real-time rendering implementation as well as how his experiment turned out and provided the following video.

A physically-based real-time lens flare rendering method was also presented at SIGGRAPH in August.