Shuzer
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ElFuhrer said:Where is the demo qckbeam provided?
http://www.3dchips-fr.com/download/sendfile.php?DownloadID=1825
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ElFuhrer said:Where is the demo qckbeam provided?
Quixote said:I still don't see how HL2 has parallax mapping looking at the buildings in the recent screenshots the brick sides look really flat.
Dile said:People, displacement mapping is NOT normal mapping.
Displacement mapping is when e.g. a rocket explodes on the ground, and a hole appears. The engine looks up a displacement map (a grayscale picture), and alters the ground's geometry the way its drawn in the displacement map.
Normal mapping is when you want to add some cool detail, but don't want to add lots of extra polies. You do a normal map, a picture which contains poligons painted with different colours, each colour represents an angle which the polygon is facing (the polygon's "normal"). The engine then applies this map to the surface as lightning information, so that shadows and lighting dont apply by the exact geomety, but by the normal map. This can be used with radiosity (lighting and shadows are calculated when you compile your map, and baked into the bsp file), this is called Normal Mapped Radiosity. Or it can be used with real time lighting, in this case it will be nicer because its real time, but a lot more slower.
Parallax mapping is basically displacement mapping, but here the engine doesn't mess with the geometry, instead it just alters the texture to look as if its not just a flat surface.
So parallax mapping to displacement mapping is like a high poly model to normal mapping.
Fenric said:If qckbeam is reading this, ask him to give you a link to a parallax mapping demo. You'll see that it isn't infact all that special, just a cool trick that looks rather nice. Question is, will mod teams or Valve themselves make good use of it.
My god, someone who gets it right! I was beginning to think it would never happen.MadMechwarrior said:To clarify since a lot of people dont seem to understand:
Bump Mapping: a technique to make a surface look more geometricly complex than it really is. Uses a grayscale image where white is high and black is low.
Normal Mapping (aka Dot-3 Bump Mapping): this is a technique which stores normals in an RGB image (R = x, G = y, B = z) and uses the normals in the texture instead of taking the vertex normals and interpolating them to calculate the lighting. The result is per-pixel lighting which is generaly better than grayscale bump mapping.
Displacement Mapping: This technique actually modifies the geometry. The map is a grayscale image which represents the y component of a vertex. At render time the map is sampled and the verticies on the object are displaced. This is used for terrain engines (height maps) among other things.
Parallax Bump Mapping (Virtual Displacement Mapping, Offset bump mapping): This technique uses a map which stores normals in the RGB component of the image and the height map in the alpha component. What it does is correct the surface depending on the viewing angle by warping the texture coordinates. It takes into account the height of the surface where a given pixel is rendered and offsets it to where it would be if the object was 3D.This produces a parallax effect when in movement. It is relatively fast and can be implemented easily in SM2.0 (so you dont need SM3.0 for it). It's only about a 15% performance hit compared to regular normap mapping.
Hope this clears up some stuff, any of these effects (apart from displacement mapping) could be implemented with shader model 2. Since HL2 fully supports SM2.0, it will support parallax bump mapping, you just need someone to program the shader.
PC Gamer said:The new terrain system employs bump mapping to trick our eyes into believing flat surfaces are uneven and underwater surfaces appear refracted and distorted.
Brian Damage said:well, as far as I know cards like the R9600 Pro can run Parallax Mapping just fine... I've got a demo of it here that runs at a cool 90FPS...
Brian Damage said:...
AI, physics and actual geometry are all done on the CPU, as far as I know... aren't pixel shaders based in the GPU of the graphics card?