A complete-ish 3D engine in 1200 lines
Here’s something interesting: did you know that the standard lighting model used today across the games industry can trace its origin back to Disney’s work on Rapunzel’s hair in Tangled? (Hot take: Tangled is better than Frozen — come at me.)
From the paper:
“Following our success with physically based hair shading on Tangled, we began considering physically based shading models for a broader range of materials.”
I learned this while teaching a Computer Graphics course at Saint Louis University this last semester. Yes, consider this your periodic reminder that I am a closet neckbeard and I have an unbelievably lofty perspective on life because I am (technically) a professional educator. What are my credentials, you ask? — I’m sorry, I’d love to talk about that but we need to move on. I’m trying to instruct here.
The secret of teaching (take it from me, Master of Teaching) is that it forces you to master material. That is, I suppose, unless you want to suck at teaching. Some people want to do that instead, which is a very strange thing to be okay with sucking at as there are things you can suck at that make way more money and are much less stressful.