Hi
I'm writing some code to implement the sphere mapping , But I can't understant the theory from the limit imformation got on the net.
can someone give me some clews , documents or links about the details of sphere mapping.
if you have some documents about it, I'll appreciate you can mail me. my email is pinner@mail.ustc.edu.cn.
Thanks in advance
implement of sphere mapping in EM
Started by Yang G, Apr 07 2011 04:37 AM
5 replies to this topic
Ad:
#3 Moderators - Reputation: 13471
Posted 08 April 2011 - 09:39 AM
http://en.wikipedia..../Sphere_mapping
Which parts are you having trouble with?
Do you have to generate sphere maps, do you have to use existing sphere-maps to implement environment-mapping, or both?
Which graphics API are you using? Are you using shaders?
What have you tried so far? What sources of information have you used so far?
Is there a reason you want to use sphere-mapping instead of other techniques, such as cube-mapping?
Which parts are you having trouble with?
Do you have to generate sphere maps, do you have to use existing sphere-maps to implement environment-mapping, or both?
Which graphics API are you using? Are you using shaders?
What have you tried so far? What sources of information have you used so far?
Is there a reason you want to use sphere-mapping instead of other techniques, such as cube-mapping?
#4 GDNet+ - Reputation: 2367
Posted 08 April 2011 - 05:41 PM
Have a look at this article - it will show you the details of sphere mapping, along with a comparison of cube mapping, dual paraboloid mapping, and sphere mapping:
Programming Vertex, Geometry, and Pixel Shaders - Single Pass Environment Mapping
Programming Vertex, Geometry, and Pixel Shaders - Single Pass Environment Mapping
Jason Zink :: DirectX MVP
Check out our (now available) D3D11 book: Practical Rendering and Computation with Direct3D 11
Check out my Direct3D 11 engine on CodePlex: Hieroglyph 3
Check out our free online D3D10 book: Programming Vertex, Geometry, and Pixel Shaders
Lunar Rift :: Dual-Paraboloid Mapping Article :: Parallax Occlusion Mapping Article :: Fast Silhouettes Article
Check out our (now available) D3D11 book: Practical Rendering and Computation with Direct3D 11
Check out my Direct3D 11 engine on CodePlex: Hieroglyph 3
Check out our free online D3D10 book: Programming Vertex, Geometry, and Pixel Shaders
Lunar Rift :: Dual-Paraboloid Mapping Article :: Parallax Occlusion Mapping Article :: Fast Silhouettes Article
#5 Members - Reputation: 244
Posted 08 April 2011 - 06:40 PM
sphere mapping is just taking the normal, multiplying it by the view matrix, and then reading the x and y coordinate of the normal as a uv coordinate, the map you use is a fishbowl of an environment, and it makes the object look shiny. theres lots of ways to do it tho, theres different versions, and make metallic objects.






