View Full Version : Engineer's favorite equation: The underlying truth.
trance^E
September 11th, 2007, 10:30 PM
Ok guys. if you look at the Trailers section of steam, and go down to meet the engineer, it says he has a favorite equation.
http://users.rowan.edu/~karnic08/faveq.jpg
I couldn't see it, so i googled it. strangely enough.
http://ve3dmedia.ign.com/images/01/57/15765_MeetTheEngineer-02.jpg
found here
http://ve3d.ign.com/images/fullsize/15765/PC/Team-Fortress-2
i'm not sure if thats even a real equation known in theory today. so if its fake, they had to make it what it was for a reason. i think it has some underlying message that the guys who put it there know about, but made it kind of obvious what it is..
I think it says "Lick maxs rim"
Maybe a guy max they worked for was an asshole and liked rimjobs?
Just look at it for a little, it seems like there's something there... if i'm not crazy that is.
Exodus
September 11th, 2007, 10:35 PM
totally omitting the word 'spec'
Stiffler_
September 11th, 2007, 10:36 PM
dumbest post ever.
drax-AA-
September 11th, 2007, 11:05 PM
i have hairy balls
Klone
September 12th, 2007, 02:45 AM
totally omitting the word 'spec'
Lick Max's spectacular rim.
Economist
September 12th, 2007, 05:32 PM
The equation, incidentally, is the formula for calculating the total color contribution due to multiple lights falling on a rendered material plane. That's right - not anything to do with the engy at all - it's a reference to the renderer.
For the curious, let me explain what the variables mean:
1) sum over i=1 to L
L in this case is the number of lights. So each light source in the scene is treated separately, then the contributions are added together
2) c_i = the color of that light (usually a 4-vector for Red, Green, Blue, Alpha)
3) k_s = spectral coefficient for scene (usually 0 to 1)
4) r_i = vector pointing from rendered material to light source
5) v = vector normal of that material (points outward)
6) the dot product between r_i and v means that when the light is hitting the material on the side (rather than a glancing angle), the material is brighter.
7) the kspec and krim are weighting factors that determine how "shiny" the material is for the two lighting effects - the larger this exponent, the tighter the reflected light spot will be on the material.
8) and the rest are constants which control the relative power of the two lighting effects (usually vectors so the effects can have a particular color associated with them - for example, you could have a mostly red material give off a slightly blue highlight and so on)
I should probably note here that I'm making several assumptions in my explanation above. As I don't actually have their renderer's source code in front of me - I haven't checked this to make sure they are following traditional graphics terminology. But leaving aside the "It's an equation - 'x' could stand for 'number of monkeys'...
Comments welcome. Share and enjoy
Afflakk
September 12th, 2007, 06:27 PM
The equation, incidentally, is the formula for calculating the total color contribution due to multiple lights falling on a rendered material plane. That's right - not anything to do with the engy at all - it's a reference to the renderer.
For the curious, let me explain what the variables mean:
1) sum over i=1 to L
L in this case is the number of lights. So each light source in the scene is treated separately, then the contributions are added together
2) c_i = the color of that light (usually a 4-vector for Red, Green, Blue, Alpha)
3) k_s = spectral coefficient for scene (usually 0 to 1)
4) r_i = vector pointing from rendered material to light source
5) v = vector normal of that material (points outward)
6) the dot product between r_i and v means that when the light is hitting the material on the side (rather than a glancing angle), the material is brighter.
7) the kspec and krim are weighting factors that determine how "shiny" the material is for the two lighting effects - the larger this exponent, the tighter the reflected light spot will be on the material.
8) and the rest are constants which control the relative power of the two lighting effects (usually vectors so the effects can have a particular color associated with them - for example, you could have a mostly red material give off a slightly blue highlight and so on)
I should probably note here that I'm making several assumptions in my explanation above. As I don't actually have their renderer's source code in front of me - I haven't checked this to make sure they are following traditional graphics terminology. But leaving aside the "It's an equation - 'x' could stand for 'number of monkeys'...
Comments welcome. Share and enjoy
^^ bump for trying !
drax-AA-
September 12th, 2007, 06:32 PM
atta girl econ.
Minoxic
September 13th, 2007, 06:34 PM
someone who's posted in this thread is a nerd but i wont say who. haha <3
GromDiggity
September 18th, 2007, 04:14 PM
yea.. Drax is a fucking nerd isn't he.
trance^E
September 18th, 2007, 04:43 PM
wheres my fawkin cheesebawls
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