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Author Topic: Eric Bruneton  (Read 2010 times)

HiFlyer

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Eric Bruneton
« on: April 30, 2016, 10:22:04 am »

So he and his associates contributed so much to modern procedural rendering but the guy seems to have pretty much disappeared. Reading through some of his stuff today and really wondering what he might be doing now, or even if he's still out there!

http://evasion.inrialpes.fr/~Eric.Bruneton/
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Acetone

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Re: Eric Bruneton
« Reply #1 on: April 30, 2016, 12:56:24 pm »

So he and his associates contributed so much to modern procedural rendering but the guy seems to have pretty much disappeared. Reading through some of his stuff today and really wondering what he might be doing now, or even if he's still out there!

http://evasion.inrialpes.fr/~Eric.Bruneton/

The lab behind Proland was closed around 2011. Eric Bruneton is currently working for Google (and he contributed to Gmaps, apparently). Funnily enough, there is a legacy: some parts of Proland's code have been ported to Unity by an enthusiast dev (with some pain), and are for example used in the Scatterer mod for KSP
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HiFlyer

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Re: Eric Bruneton
« Reply #2 on: April 30, 2016, 01:22:44 pm »

So he and his associates contributed so much to modern procedural rendering but the guy seems to have pretty much disappeared. Reading through some of his stuff today and really wondering what he might be doing now, or even if he's still out there!

http://evasion.inrialpes.fr/~Eric.Bruneton/

The lab behind Proland was closed around 2011. Eric Bruneton is currently working for Google (and he contributed to Gmaps, apparently). Funnily enough, there is a legacy: some parts of Proland's code have been ported to Unity by an enthusiast dev (with some pain), and are for example used in the Scatterer mod for KSP

Thanks for the update. I knew about the Unity port (good luck with that!) but not at all about him being at google, or the KSP connection. Small (procedural?) world!
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Acetone

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Re: Eric Bruneton
« Reply #3 on: February 23, 2017, 09:21:11 am »

Quite a hell of a thread bump but he just published a revised atmospheric scattering version:

https://ebruneton.github.io/precomputed_atmospheric_scattering/

https://github.com/ebruneton/precomputed_atmospheric_scattering


Under GLSL.

Edit: never noticed Space engine is in fact using this rendering model.
« Last Edit: February 23, 2017, 09:25:15 am by Acetone »
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