Jump to content
  • Advertisement
Sign in to follow this  

Paraboloid Mapping Article

This topic is 4443 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

For those who are interested, I have written an article on dual-paraboloid mapping. The article includes theory and implementation on how to generate and access paraboloid maps in real-time using DirectX/HLSL. I posted the article in my journal HERE. Feedback is always welcome, so let me know what you think!

Share this post


Link to post
Share on other sites
Advertisement
Nice write up. Thanks for taking the time.

Not sure if you know this, but Delpi3D also has source code avaliable for a
"Delphi" implementation of DPSM, however no real explanation behind it other than a reference to the same paper that you referenced.

http://www.delphi3d.net/

Share this post


Link to post
Share on other sites
Guest Anonymous Poster
Hi,

I like the idea of dual parabaloidal shadow mapping, but I read on the delphi3D site that it requires high mesh tesselation. Just wondering if there is a work-around for low poly meshes?

It would be refreshing to see parabaloidally projected texels on a scene

Share this post


Link to post
Share on other sites
Yes, I actually tried using the article at Delphi3d, but it was written in assembly and not really all that user friendly. That was part of the reason that I decided to write it in HLSL, so that it would be easier for everyone to understand.

AP: The needed tessellation is dependant on the scene needs. It is discussed briefly in the article...

Share this post


Link to post
Share on other sites
Quote:
Original post by Anonymous Poster
Hi,

I like the idea of dual parabaloidal shadow mapping, but I read on the delphi3D site that it requires high mesh tesselation. Just wondering if there is a work-around for low poly meshes?

It would be refreshing to see parabaloidally projected texels on a scene


That is my DREAM that Nvidia and ATI design their pixel shaders to allow the programmer to change where the current pixel is plotted in the frame buffer.

Share this post


Link to post
Share on other sites
Quote:
Original post by oconnellseanm
Quote:
Original post by Anonymous Poster
Hi,

I like the idea of dual parabaloidal shadow mapping, but I read on the delphi3D site that it requires high mesh tesselation. Just wondering if there is a work-around for low poly meshes?

It would be refreshing to see parabaloidally projected texels on a scene


That is my DREAM that Nvidia and ATI design their pixel shaders to allow the programmer to change where the current pixel is plotted in the frame buffer.


That's so very not-possible due to the way how the triangle assembly system works. So almost the whole GPU core would need a revamp and things like early Z fail optimization and hierarchial Z (ATI) would have to go.

Share this post


Link to post
Share on other sites
Thank you for all the feedback! I hope the article will help spread the use of paraboloid mapping, which seems to be under-realized right now for some reason. If there is anything that you guys think could make it better just let me know!

Share this post


Link to post
Share on other sites
I think it would be great to add a section on Dual-Paraboloid Shadow maps ... this is the most obvious case you want to use the dual-paraboloid projection.

The reason why DP shadow maps are not much used in games is, that you do not want to increase the tesselation too much, because it affects the overall performance and then you might also consider shadow volumes a better solution.
As far as I know ATI had a dual-paraboloid projection in hardware at some point ... which would be ultra-cool, but NVIDIA never had. I wonder if it is still in there.

- Wolf

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!