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implement of sphere mapping in EM


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#1 Yang G   Members   -  Reputation: 105

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Posted 07 April 2011 - 04:37 AM

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

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#2 Yang G   Members   -  Reputation: 105

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Posted 08 April 2011 - 09:10 AM

Posted Image??

#3 Hodgman   Moderators   -  Reputation: 31938

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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?

#4 Jason Z   Crossbones+   -  Reputation: 5412

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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

#5 rouncer   Members   -  Reputation: 291

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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.

#6 Yang G   Members   -  Reputation: 105

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Posted 08 April 2011 - 08:17 PM

Thx

I just want to learn the theory of sphere-mapping and implement it by C++ program. I have implemented the cube-mapping ;-)
I will check the link posted by Jason Z.




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