The visual design of the Gran Turismo games captures the hues, camera angles, and cinematography of photorealism with frightening mastery. The technology ultimately hinders the graphics, though, as the texture alaising issues too often dispel its suspension of disbelief and the field rendering leaves it lacking.
It's a shame that most of the games that can claim a photorealisitc resemblance only do so in non-playable angles... Virtua Tennis for DC being one of the few exceptions.
In the casual sense, the term "fully modeled" refers to a detail which is geometrically constructed. All of the ridges, crevice modeling, shadows, and detail of that canyon is just in the texture maps they applied to the background, but the limited view that the player would have of a canyon so distant doesn't require that it be fully modeled to still look acceptably convincing during play.
cobragt3:
It's a shame that most of the games that can claim a photorealisitc resemblance only do so in non-playable angles... Virtua Tennis for DC being one of the few exceptions.
In the casual sense, the term "fully modeled" refers to a detail which is geometrically constructed. All of the ridges, crevice modeling, shadows, and detail of that canyon is just in the texture maps they applied to the background, but the limited view that the player would have of a canyon so distant doesn't require that it be fully modeled to still look acceptably convincing during play.
cobragt3:
Global illumination simulates the lighting on objects that is being reflected from the other objects in the world and not just coming directly from the light source. It's understandable that modern consoles wouldn't be able to cope with the calculations necessary to account for light's interactions with the whole set of pertinent world objects, so it's no failing on Gran Turismo 4's part that it's not actually simulating global illumination.Gt4 has a great case of global illumination