|
||||||||||||||||||
Add Forum to Favorites | Send Topic To a Friend | View Forum FAQ | Track this topic |
Last Thread Next Thread ![]() |
| Spherical Scale Mapping |
|
![]() lonesock Member since: 2/12/2004 |
||||
|
|
||||
| very cool! could you keep optimum resolution using a box primitive instead of a sphere (and AABB instead of bounding sphere, of course)? Then you could get 1 vertex per pixel in the cubemap, and LOD type stuff would be very easy. lonesock Piranha are people too. www.lonesock.net SOIL: Simple OpenGL Image Library "The Core" iRiff "The Mummy" iRiff |
||||
|
||||
![]() Drilian Member since: 1/4/2000 From: Bellevue, WA, United States |
||||
|
|
||||
| It's worth noting that the skull that you use to demo is not, strictly speaking, a "convex" model. What with the eyes being concave and all. However, there's no overlap from the point of view of the sphere texel that scans that portion of the model, which is why it works. So it doesn't fail for ALL concave models, only those in which there's an overlap from the point of view of a sphere texel. |
||||
|
||||
![]() aaron_ds Member since: 1/10/2004 From: Fresno, CA, United States |
||||
|
|
||||
| Hasn't this been done before? Displacement mapping? |
||||
|
||||
![]() NoahAdler Member since: 4/22/2000 From: Seattle, WA, United States |
||||
|
|
||||
| As Drillian pointed out, this technique does work for some concave meshes, but an important point is that it only works for genus 0 surfaces. It could be interesting to try to extend it to higher genera by using multiple cubemaps or something, but I can't really see a straightforward way of doing it offhand. |
||||
|
||||
![]() superpig GDNet Technical Lead Member since: 5/26/2001 From: Oxford, United Kingdom |
||||
|
|
||||
Quote:You'd use it with displacement mapping, sure, but this is talking about a particular application of it - namely converting a mesh into a map. |
||||
|
||||
All times are ET (US)![]() |
Last Thread Next Thread ![]() |
|