Demo of a "hologram" shader written in RenderMan SL, using "steep parallax mapping" techniques.
The geometry seen at the beginning is depth-mapped and then rendered on a single plane. The repetition is optional and due to texture wrapping.
Potential applications include ice, murky liquids like soups, translucent creatures with visible skeletons, imperfections in glass or plastic etc. It certain cases it can remove the need for ray-tracing, or additional modeling of sub-surface structures, which can be implied using depth maps.
Developed at Animal Logic, Sydney, Australia.
http://www.animallogic.com/
View in high quality if possible.
Rendered with Pixar's RenderMan.
http://renderman.pixar.com/
Steep Parallax reference:
http://graphics.cs.brown.edu/games/SteepParallax/index.html
This ISN'T a mesh?? Wow, amazing! But the geometry is limited to be a function (no overhangs, etc). Still, this could be used for lotsa cool stuff. Is it realtime?
Bleenderhead 3 years ago
You're right about the overhang limitation. It's not real-time; it's written for Renderman. But there are similar implementations for realtime shaders out there. Google: "steep parallax mapping".
mragi 3 years ago