Recorded at SIGGRAPH in Vancouver, this podcast features self-taught rendering expert Zap Andersson. Zap’s career in CG began early, with the modification of a Swedish ABC 80 computer so it supported higher resolutions, ray tracing, gaming, and even image editing and music sampling. His passion for computing propelled him into a career in CAD, then back into ray tracing, where he earned his “Shader Wizard” moniker for his implementation of subsurface scattering.
In the second half of the podcast, Chris asks Zap for his thoughts on the future of ray tracing, tackling some of the myths around physically based and spectral rendering, metalness, and real-time. As Zap reveals, the restrictions of any CG method ties into the limitations of how human beings are wired to perceive optical phenomenon.
It’s a fascinating deep dive into the theory of CG and the shape of things to come.
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