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Posted 10 October 2004 - 11:50 PM
Posted 11 October 2004 - 02:01 AM
Posted 11 October 2004 - 03:31 AM


Posted 11 October 2004 - 03:44 AM
Posted 11 October 2004 - 03:46 AM
Posted 11 October 2004 - 04:02 AM
Posted 11 October 2004 - 05:43 AM
Posted 11 October 2004 - 09:42 AM
Quote:Aye. To be honest, I'm having trouble getting really excited about all these texture-space effects because they don't solve the biggest problem - the silhouette.
Original post by mattnewport
It's a neat technique but I think we're likely to see mainstream hardware that can do true displacement mapping with adaptive tesselation before it becomes really practical for real time use.
Posted 11 October 2004 - 09:54 AM
Posted 11 October 2004 - 10:02 AM
Quote:
Original post by sBibi
superpig> this one does produce correct silhouettes, not like parallax mapping, it's just that these screenshots don't show it.
the bumps don't stick out of the surface, but dig inside it.
if the pixels that connect the quad edges to the rest are rendered transparently, you get proper silhouettes. (your meshes faces need to be pushed along their normals so they enclose the highest possible bump).
Posted 11 October 2004 - 11:44 AM
Posted 11 October 2004 - 11:04 PM
Quote:
Original post by sBibi
but for polygons connected into a complete mesh that represents a closed volume, you won't get this problem (I'm not 100% sure, I didn't test any of it, but I really don't see why it wouldn't work, there's no reason at all... and you can get the silhouette of the object to look bumpy like it should be if you use alpha test and set the alpha value of all boundary pixels that don't touch the virtually displaced mesh to 0.
Posted 12 October 2004 - 03:20 AM
Quote:
For polygons in a complete mesh, there is no problem if a bump from one triangle comes into the area corresponding to another triangle. The above screenshot with the quad is proof of it as the quad is actually two triangles. The problem is at triangle edges but only those edges which are at the object's silhouette. For the rest of triangles the neighbouring triangles will handle the "spilled" bumps.
Quote:
I don't think setting alpha to 0 and then using alpha test will solve it because if it works at the silhouette, it will break when both the tris sharing the edge in the silhouette are visible. More info needs to be stored.
Posted 13 October 2004 - 12:30 PM
Posted 13 October 2004 - 01:35 PM
Quote:
Original post by Bender77
Relief mapping :
Seen on opengl.org
In fact it's "simply" some raytracing into an heightmap using the pixel shader. You can even raytrace self-shadows (and local reflections I guess). It look awesome, but considering the high amount of pixel shader instructions needed ( Compared to parralax mapping in example ) I don't know if it's yet usable in some game engine ( Even on GeForce 6800 ).
Maybe the solution is to use this technique near the camera, and to use parralax or standard bump-mapping instead farther. The problem will be to smoothly transition between these LODs (especially between relief mapping and others)
Posted 13 October 2004 - 01:36 PM
Quote:
Original post by EvilDecl81 Quote:
Original post by Bender77
Relief mapping :
Seen on opengl.org
In fact it's "simply" some raytracing into an heightmap using the pixel shader. You can even raytrace self-shadows (and local reflections I guess). It look awesome, but considering the high amount of pixel shader instructions needed ( Compared to parralax mapping in example ) I don't know if it's yet usable in some game engine ( Even on GeForce 6800 ).
Maybe the solution is to use this technique near the camera, and to use parralax or standard bump-mapping instead farther. The problem will be to smoothly transition between these LODs (especially between relief mapping and others)
The best paper I've seen on these kinds of techniques is this one (published in GI 2004). The key reasoning in this paper was to break the interesction prisms into 4 tetrahedrins, which makes doing intersections mathmatically cheap. This paper was implemented on a Radeon 9700, IIRC. It is quite feasable on next-gen hardware.
http://www.gris.uni-tuebingen.de/publics/paper/Hirche-2004-Hardware.pdf
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