Box Projected Cubemap Environment Mapping
i just have a few questions to wrap this thing around my head:
- what is the green box??
- what is the blue box??
- i thought that env-mapping just needed a reflection vector and the cube-map and that is it, what does an AABB have to do with anything??
I still am a beginner so please help me get this thing
- what is the green box??
- what is the blue box??
- i thought that env-mapping just needed a reflection vector and the cube-map and that is it, what does an AABB have to do with anything??
I still am a beginner so please help me get this thing
Made me think of that : http://developer.amd...pCorrection.pdf
You seem to apply the same idea to reflections while that was demonstrated for refraction.
You seem to apply the same idea to reflections while that was demonstrated for refraction.
One day.. one day I hope to be as talented with this as you behc that is one seriously impressive demo; it's better than tech demo from a graphics card manufacturer!
This appears quite similar to the localized cubemaps of Kevin Bjorke / Nvidia - e.g. http://http.developer.nvidia.com/GPUGems/gpugems_ch19.html .
Still, very cool demo!
Still, very cool demo!
Sorry for such late reply (for some reasons I have got no notifications that thread was active)
Many thanks for the links, looks like both nvidia and ati developed similar technique based on sphere. Idea is the same: apply some correction to reflection vector to account for finite environment. I choose box (instead of sphere) because it's more common to have environment built from boxes (especially in urban areas). Also I had more ALU instructions to spend
@VISQI - green box is just abstract represetation of cubemap, it's size doesn't matter, only position is important, blue box is a room (or some box approximation of environment visible in cubemap). Having only cubemap and reflection vector is enough, when you render cubemap every frame (from the center of every glossy object), AABB part improves quality when you use cubemaps pre-rendered from some fixed locations.
Many thanks for the links, looks like both nvidia and ati developed similar technique based on sphere. Idea is the same: apply some correction to reflection vector to account for finite environment. I choose box (instead of sphere) because it's more common to have environment built from boxes (especially in urban areas). Also I had more ALU instructions to spend
@VISQI - green box is just abstract represetation of cubemap, it's size doesn't matter, only position is important, blue box is a room (or some box approximation of environment visible in cubemap). Having only cubemap and reflection vector is enough, when you render cubemap every frame (from the center of every glossy object), AABB part improves quality when you use cubemaps pre-rendered from some fixed locations.
(•_•)
Classic enviroment mapping for planar surfaces is just...
( •_•)>??-?
(??_?)
... plane wrong.
YEAAAAAAAAAAAAAAH!
Classic enviroment mapping for planar surfaces is just...
( •_•)>??-?
(??_?)
... plane wrong.
YEAAAAAAAAAAAAAAH!
FYI, I downloaded your demo file, and my AntiVirus blocked it (it named the following trojan):
TR/Crypt.XPACK.Gen
Might be a red herring, but you might want to run a scan of your PC, just to be safe.
TR/Crypt.XPACK.Gen
Might be a red herring, but you might want to run a scan of your PC, just to be safe.
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement