Quote:
- Prototypical
- Quasi-experimental
- Trance
- Bubonic
- Cosmos
- Bifurcation
- Squirerel
- Somatised
- Calorific
- Effervescent
Given that it's a book on graphics I'm having to use a fair bit of descriptive language, thus it makes the challenge a little easier. Still, I don't understand the full definition of some of the above words - how I'll get those into a serious and professional text on real-time lighting algorithms I don't know [lol]
Anyone care to post a comment with a sentence describing real-time lighting and using one or more of the above words?
Anyway, all good journals have pictures:
I got Parallax Mapping with Offset Limiting working [smile]
For added interest, the offset computed for the aforementioned effect can be visualised as such:
Darker areas require little/no offset, lighter areas require more offset.
In the same way that it can be useful to understanding other terms (e.g. Fresnel's) outputting intermediaries is an important part of the understanding.
I'm almost finished with the "Techniques for Per-Pixel Lighting" chapter - just need to implement both forms of relief mapping. I have every intention of posting a short animation/video for you guys this week [wink]
Pictar: Awsome as always. What kind of FPS does something that complex get?