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> http://www6.incrysis.com/screenshots/27g4p.jpg
> http://www6.incrysis.com/screenshots/67478845bf0.jpg
> http://www6.incrysis.com/screenshots/palmspv2.jpg
> http://www6.incrysis.com/screenshots/hrkduw.jpg
Don't post photos! :-)
> I wonder if there's still the need for slow
Slow is an understatement, if doing a very accurate render of a similar
scene with path tracing or radiosity you are looking at 12 hours on a modern
CPU, that's 2 MILLION times slower than rendering in 1/60 of a second. The
quality/speed available from the GPU is awesome.
> academic CPU-bound rendering
> methods, when the games industry has come up with such slightly less
> accurate,
> but nonetheless amazing, approximations at a fraction of the cost.
Depends on the application, shots like you posted take *a lot* of work to
set up to be rendered on a GPU quickly, a lot of coding (shadows, shaders,
water effects, LOD, etc). This is of course ok for a game, but for
rendering a still image it will be quicker to just load the model into MCPov
and leave it for a day or two while you do something else :-)
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