Sphere Mapping Artifacts

Published May 30, 2008
Advertisement
I have been having a great time working on the environment mapping chapter. Comparing and contrasting the differences between cube, sphere, and paraboloid environment mapping is an enlightening task and I have a much better understanding after doing it.

One example of what I've learned is how to control the unavoidable 'singularity' inherent to sphere mapping. The singularity is basically positioned on the far side of the virtual reflecting sphere, so you can steer the singularity away from the current view. There are caveats to doing so, like issues with how close geometry can be to the singularity on the far side of the reflective object, but hiding the artifacts is pretty important.

I found it interesting to look at how the artifacts look if you intentionally don't hide them. Here's a sample image of what I'm talking about:



There will be more to come on environment mapping...
0 likes 2 comments

Comments

jollyjeffers
Whilst such singularities are normally quite fugly and unwanted, that screenshot does look quite cool. Like some space warp thingy from a sci-fi movie [cool]
June 02, 2008 11:14 AM
Jason Z
Yeah, it actually looks pretty cool in the still shot - but it is pretty crazy in a video sequence. Even so, sphere mapping is actually quite useable under the right circumstances which I had no idea of before. I'm not aware of any games using realtime sphere mapping, but it is altogether possible...
June 03, 2008 08:17 PM
You must log in to join the conversation.
Don't have a GameDev.net account? Sign up!
Advertisement