Getting nearer to photorealistic graphics [1] isn't just about doing "more of the same and faster" (Moore's Law), it's increasingly also about "division of labor" across many subcomponents.
I like this rendering passes breakdown for Battlefield 4 (there are 54 passes):
(Frostbite engine by DICE, started as Battlefield franchise backbone, now it's becoming the engine for EA, sharing tech across many games - Battlefield, Dragon Age, Mass Effect, Need for Speed, Star Wars: Battlefront, Mirror's Edge)
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[1] See e.g. here how close to photo sources Frostbite engine can get today (latest Need for Speed game):
http://static1.gamespot.com/uploads/original/1539/15391776/2...
honestly these days I'd much rather play a game with good style and direction rather than perfectly repicating reality. it's impressive and will continue to get better for a while, but I like my art a little less like a photo :)
(I'm a 3d artist myself, and have to deal with the tradeoff between quality and time on a daily basis)
I am a software engineer, and I think its black magic. Probably inside your nvidia chip there is a ouija board summoning spirits to conjure images onto your screen. Why else would cards have names like Voodoo?
https://www.youtube.com/watch?v=kU8pfwlPF4I
I had to dump the rendered frames off on to the video playback server every 4 hours for about a week over Christmas 1996 because the local disks would be full. That was a weird week !
I got on with Martin and I particularly enjoyed the sequence flying around inside his psychedelic head. I made the animated textures and mapped them with C++ and then 3DS did the rendering.
The walking tiger is from a plastic toy. I took a scan on an A4 flatbed scanner, rotated it, took another scan until I had a full rotation. I then turned the outlines into vectors with the same number of vertices and made those into a triangulated solid.
The three minutes of video took about three months of very long days.