Calculating Normals From Displacment
#2 GDNet+ - Reputation: 2372
Posted 14 January 2012 - 02:13 AM
Depending on your requirements, you might even be able to pack both variables into a single component for a minimum amount of memory and bandwidth required...
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
#3 Members - Reputation: 143
Posted 14 January 2012 - 05:49 AM
Not saying it doesn't work, cause I haven't tried it, but wouldn't bi linear interpolation cause some odd artifacts, since it would take the long route around the sphere if say you had coordinate -1 next to coordinate 1.
#4 Members - Reputation: 746
Posted 14 January 2012 - 10:15 AM
You would probably be better off converting to a spherical coordinate system for your normal vectors and then just converting to a cartesian coordinate system after loading the two parameters.
I'm not certain, but I think if you stored spherical coordinates in your texture, filtering would produce incorrect results. I could already store just X and Y for normals if I wanted to cut it down to two channels. I was just curious if it could be cut down to just a single channel while still giving good results.
#5 GDNet+ - Reputation: 2372
Posted 14 January 2012 - 10:44 AM
Does the spherical coordinates for normal mapping work? Do you have to do point sampling?
Not saying it doesn't work, cause I haven't tried it, but wouldn't bi linear interpolation cause some odd artifacts, since it would take the long route around the sphere if say you had coordinate -1 next to coordinate 1.
That is actually a good point - the interpolation wouldn't be correct in some situations (as you mentioned, since the angle only increases in one direction). However, how often do you have texture data with wildly swinging texels next to one another? In general, I think it would still work as an approximation, even if it wasn't an exact one to one mapping...
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
#6 Moderators - Reputation: 5440
Posted 14 January 2012 - 12:52 PM
#7 Members - Reputation: 746
Posted 14 January 2012 - 07:38 PM
Has anyone used a spheremap transform method for storing normal maps into two channel textures?
ex: http://aras-p.info/t...thod04spheremap
To me, it looks like the linear interpolation of texture filtering wouldn't cause errors. In addition, it seems to be more accurate and the instructions for the transformation are cheaper than spherical coordinates.
#8 Moderators - Reputation: 5440
Posted 15 January 2012 - 12:55 AM
#9 Members - Reputation: 746
Posted 15 January 2012 - 02:11 PM

I used the reference image from http://aras-p.info/t...malStorage.html
Then again, I'm getting a lot of errors in the Z component when storing just X and Y. I'm not really fond of either technique.
Edit: Actually, experimenting with it some more, it might not be so bad. This time I used some real tangent normal maps, and I used more conservative interpolation (1.5X) and the results are almost identical to storing all three components. My tests seem to show that spheremap transform results in slightly less error than the X&Y approach, despite being non-linear.






