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Box Projected Cubemap Environment Mapping

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That is really really pretty.

I cant wait to get home and check out the demo to see what kind of performance it gives

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Cool - I'm definitely interested in the details.

I'm guessing that it involves taking the position that the cube-map was rendered from into account when sampling it?

[EDIT]
To get your demo to run I had to download OpenAL - here is the installer for anyone else who needs it.

Is your demo using one cube-map for each "room" (4 cubes)?

Got to say I am very impressed if those reflections are done with a shared cube-map (shared between all objects/walls in a room) - they look as good as doing individual planar maps for each wall (except for when you go deliberately hunting for the artefacts at the edge-cases). For 100% reflective mirrors, the artefacts might be too much (for large mirrored areas, anyway), but for subtle glossy surfaces this is absolutely great!
If you don't publish your details I'm going to have to study your demo until I can reinvent it myself :P


[Edited by - Hodgman on April 20, 2010 8:26:12 PM]

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The ATi SDK had something similar a while back, they traced the reflection vector to a cube of a specific size and then downscaled the contact point to fit a cubemap lookup. Don't think they gave it any specific name though.

Works really nicely as a cheap alternative to calculating reflection images for each planar surface.

You can do the same for refraction too by the way :D

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The nvidia "mike" demo used some offsetting in the blured enviropment cubemap for better results of their radiosity emulation.

http://www.nzone.com/object/nzone_madmodmike_home.html

I think it might be the nearest thing I've seen to what you're doing.

But the demo looks qutie nice! :)

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I forgot to mention about OpenAL, this demo uses snapshot of my (always-)work-in-progress engine that normally goes with an installer, but in single-exe mode it doesn't install anything.

@Hodgman, you are correct, there are 4 cube-maps pre-rendered at somewhere near center of each room. Edge artifacts can't be eliminated because cube-map contains limited information about scene and using different AABB's size produces some discontinuities in projection.

@Exorcist, that Ati method sounds very much the same, I've searched current SDK (and that from 2006) and archives but I couldn't find anything similar. Do you remember year (or target hardware) of that demo? (Speaking of Ati, I remember "treasure chest" demo that comes with 8500 model, there was some magical vector passed as fourth component in their env-mapping code, but I don't think that's it)

@Krypt0n, that demo is nVidia only, I will try that at work tomorrow

To explain my (or Ati's :) ) technique I've prepared an image:

graph1.png
where, S is sample point, and Bmin/max defines our AABB (these are 3 extra constants you have to provide). The key is to find PB. Fortunately when using AABB, this can be quickly solved (without digging into math) using this code:

[font="'Courier New"]float3 dir = WrlPos - CamPos;
float3 rdir = reflect(dir, WrlTexNorm);

//BPCEM
float3 nrdir = normalize(rdir);
float3 rbmax = (EnvBoxMax - WrlPos)/nrdir;
float3 rbmin = (EnvBoxMin - WrlPos)/nrdir;

float3 rbminmax = (nrdir>0.0f)?rbmax:rbmin;
float fa = min(min(rbminmax.x, rbminmax.y), rbminmax.z);

float3 posonbox = WrlPos + nrdir*fa;
rdir = posonbox - EnvBoxPos;
//PBCEM end

float3 env = texCUBE(envMap, rdir);[/font]

of course using AABB is not the most convenient way, but most of the scenes (at least in architectural presentations) can be described/approximated as set of AABB. Or you can use more complex description at cost of additional instructions (OBB? half-spaces? distance-maps?)

//edit: fixing code box after forum upgrade

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That, my sir, is seriously cool. I´ll try to implement it and see how much it rocks :).
It could even be used for cheap GI, with a blurred cubemap (?). The first screen looks like color bleeding, due to the red wall reflecting on the other wall.

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Hello, sorry for bad english, please tell us more about how you mix the cube map, which maps in the scene elsi 30

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Lionhead recently published a paper having to do with how they did a semi realtime single bounce of GI. In it, for their irradiance probes, they stored the max distance each probe could "see" to before reaching an occluder to prevent light bleeding. It occurs to me that pretty much the same thing could be done for this.

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