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D3D10 Stuff

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Pulp Fiction
I don't need you to tell me how f*****g good my coffee is, okay? I'm the one who buys it. I know how good it is. When Bonnie goes shopping she buys S**T. Me, I buy the gourmet expensive stuff because when I drink it I want to taste it.
So it's a little after 20 past midnight on a Caturday evening (or is it now Bunday morning?) and I'm enjoying some cheese on toast. Not just generic cheap cheese of course - Sainsburys "Taste The Difference" Isle of Bute Cheddar no less. Being a working lad I'm buying the expensive products because I appreciate the taste - this cheese tastes so much better than the cheap own-brand rubbish. The coffee I buy tastes so much better than brand-name instant-filth as well.

So, why discuss such things?

You sit and watch the reference rasterizer for more than a few frames and you'll quite quickly get the urge to grab a snack or a drink. I wonder if the RefRast contributes to obesity.

Anyway, I think I've cracked relief mapping. The results I'm getting seem reasonable if a little different to the research paper. The code I've got is working with inverse heights yet generates correct results - if I flip them around to match the research paper I get garbage. Whether this means I've got a mistake elsewhere (possible)) or the paper is missing something I don't know...

Just for novelty value I've got the following animation for you:

4.21 seconds per frame for regular RM
4.02 seconds per frame for displaying sample count

The first half of the animation shows the intended effect but from a developers point of view the second half is more interesting. I've written my code to early-out where possible, so the brighter a pixel the more samples required to compute the final colour (white pixels require upto 38 samples in this situation); an ideal situation would be as dark as possible - indicating as minimal texture bandwidth as possible...

The following were rendered at 1024x768 but resized for the web:

59.75 seconds per frame

74.98 seconds per frame

Points for the first person to comment with what the text actually says [wink]
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Shouldn't the parts that stick up the highest, like the top of those bricks, be the first ones to early out? If you are casting a ray toward the relief mapped surface from the eye point, whatever is closer to it should be detected the most quickly - or am I misinterpreting how you implemented the algorithm?

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