Final exams are a humbling experience. During them, professors manage to hone in on every moment you ever felt stupid or unable to grasp a concept, and then make you relive it with a frightening 40% weighting. I'm particularly terrified of my university physics course, which is ironic, considering I've spent the last month or so making a non-euclidean physics engine. Damn professors, with their fancy "analytic solutions." :P
So people in the GameDev journals have been posting beautiful screens of their real-time global illumination demos. Migi's got his voxel cone tracing thing he's doing, eppo's got whatever voodo he's been up to lately. What you guys didn't know was that CulDeVu has been making a global illumination demo of his own! It's pretty much the latest-tech start-of-the-art stuff happening over here!
So by now you're probably thinking something along the lines of "CulDeVu, how exactly do you make such beautiful images of spheres and cubes?!" It's a company secret, but here's a quick little FAQ, if you were wanting to buy into the business.
How fast does it render?
Usually 8-10 hours for a good render, 30 minutes - 1 hour for a pretty decent one.
Does it support .FBX files?
Don't get your hopes up! It doesn't even load .obj files!
Well, does it do subsurface scattering?
Well what about volumetr--
Does it even use the GPU?
Pfft. In your dreams.
Well, can it even do--
Jesus Christ, what do you think this is, RenderMan? Jeez...