Hi
I'm writing some code to implement the sphere mapping , But I can't understant the theory from the limit imformation got on the net.
can someone give me some clews , documents or links about the details of sphere mapping.
if you have some documents about it, I'll appreciate you can mail me. my email is [email="pinner@mail.ustc.edu.cn"]pinner@mail.ustc.edu.cn[/email].
Thanks in advance
implement of sphere mapping in EM
http://en.wikipedia..../Sphere_mapping
Which parts are you having trouble with?
Do you have to generate sphere maps, do you have to use existing sphere-maps to implement environment-mapping, or both?
Which graphics API are you using? Are you using shaders?
What have you tried so far? What sources of information have you used so far?
Is there a reason you want to use sphere-mapping instead of other techniques, such as cube-mapping?
Which parts are you having trouble with?
Do you have to generate sphere maps, do you have to use existing sphere-maps to implement environment-mapping, or both?
Which graphics API are you using? Are you using shaders?
What have you tried so far? What sources of information have you used so far?
Is there a reason you want to use sphere-mapping instead of other techniques, such as cube-mapping?
Have a look at this article - it will show you the details of sphere mapping, along with a comparison of cube mapping, dual paraboloid mapping, and sphere mapping:
Programming Vertex, Geometry, and Pixel Shaders - Single Pass Environment Mapping
Programming Vertex, Geometry, and Pixel Shaders - Single Pass Environment Mapping
sphere mapping is just taking the normal, multiplying it by the view matrix, and then reading the x and y coordinate of the normal as a uv coordinate, the map you use is a fishbowl of an environment, and it makes the object look shiny. theres lots of ways to do it tho, theres different versions, and make metallic objects.
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