Goragoth said:
Didn't id's own maze game (the name elludes me at the momement) do texture mapped ray casting?
I don't know that game. But if there was such a game that started it, and wolf3d just improved that technology, then well, that game would be the revolutionary one, but the point remains. Whichever was the first, was revolutionary.
And what about the Ultima game that pioneered the technique at the same time?
From what I understood, Ultima doesn't use raycasting of wall 'columns' but generic polygon rasterization.
Besides, ray casting itself was an old technique by the time Wolf3d came out.
Obviously, but ray casting is just a primitive operation which can be applied to rendering. The same goes for triangle rasterization. But both can be applied in novel ways. For example, Wolf3D's way of raycasting walls was novel, as was the idea to use triangle rasterization of shadowvolumes.
I don't know a lot about this but what they've done sounds a lot like a simple extension of a SIGGRAPH paper from 1986: "A Radiosity Method for Non-Diffuse Environments".
I'm not familiar with that paper, so I cannot say if it's the same as what is done in HalfLife2 or not.
UE3 isn't released yet and we already have many examples of offset mapping, it is a well known technique by now, and I would imagine that it has been implemented in software a long time ago.
What I said was under the assumption that UE3.0 was the first, and demos such as Humus' one were based on what they saw in a UE3.0 demonstration.
Humus' tech demo has demonstrated it certainly, so obviously UE3 won't be revolutionary, remember you have given credit to Doom3 only for when it was released, not when it first demonstrated the techniques (which was quite a while back).
The difference being that per-pixel lighting and shadowvolumes were not new when Doom3 first showed them, while HL2's radiosity and UE3.0's offset mapping were (well, that is, assuming they were. I at least know that I've never seen them before).
What about Carmack's reverse? Was that revolutionary? It seems to me that this hasn't really been implemented before (I know, several people came up with it independantly around the same time but I would still give him some of the credit).
That is very subjective I suppose. It is such a simple, logical thing... on the other hand, it has been overlooked for years... And it does have quite an effect on the implementation and usefulness of shadowvolumes.
Strictly speaking it's a non-issue, because as Creative's patent made painfully obvious, Carmack wasn't the first.
If not revolutionary, the discovery of the reverse and the zfar-plane at infinity was certainly a milestone, because it was the last bit of the puzzle for robust and elegant shadowvolumes.