Tag Archives: 3D

Lighting Models and BRDF Maps

A Bi-directional Reflectance Distribution Function (BRDF) is a mathematical function that describes how light is reflected when it hits a surface. This largely corresponds to a lighting model in Unity-speak (although note that BDRFs are concerned only with reflected light, … Continue reading

Posted in Game Dev | Tagged , , , , | Leave a comment

Smooth Unity Camera Transitions with Animation Curves

I’m creating a game in which I want to transition between two camera views – a top-down, overhead camera that gives a zoomed-out world view, and an over-the-shoulder style forward-facing camera to give a close-up view. Let’s say for the … Continue reading

Posted in Game Dev | Tagged , , , | 1 Comment

Creating Hill Shaded Tile Overlays

The default Bing Maps road style uses a “hillshade” effect to give an impression of underlying terrain. It’s a relatively subtle, but surprisingly powerful technique to enhance the appearance of map layers, as demonstrated by comparing the following two tiles: … Continue reading

Posted in Bing Maps, Spatial | Tagged , , , , | 4 Comments

In Defence of 3D Charts…

There was a time, not so long ago, when pretty much all business graphics looked like this:   The global hegemony of Microsoft Excel (particularly, Excel 97), deployed onto millions and millions of users’ desktop PCs meant that the world … Continue reading

Posted in General Development, SQL Server | Tagged , | 3 Comments