Detailed Surface Rendering

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Uploaded by on Sep 1, 2007

This video shows the rendering of a flat plane using some cool techniques like: Normal Mapping, Offset Parallax Mapping, Relief Mapping, Cone Step Mapping, Displacement Mapping and others.

www.brunoevangelista.com

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Film & Animation

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Standard YouTube License

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Uploader Comments (bpevangelista)

  • Took a peek at this, along with some tomfoolery with 3D Ripper DX, and from what I saw POM and other parallax/normal shifting techniques are ersatz compared to what displacement mapping does. Turning on the wireframe mode on 3DR shows that.

    But is it true that POM is counterproductive compared to what displacement/tessellation does? I've heard from one source that using parallax occlusion actually uses more than what adding more polygons to a scene can do.

  • @blakegriplingph POM is usually very expensive but if you are using it you can also handle other things like self-reflection really easy. For curr-gen games I would say it's too expensive. If you zoom in, in a surface with POM you would sample a near mip level and you might have extra detail. Depending on the level of detail of the geometry zooming more would not yield more detailes.

  • where can i get this program from?

  • You can get this program at my homepage, just check my youtube channel.

  • I know I can get my parallax shaders into UE3, but what about relief mapping?

  • You should be able to add any of these techniques to you project using UE3. I never used UE3, but if it has a good support for effects (and it most certainly has) you can put any effect that you want on it.

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  • @TheFXGuy

    Oh, ok. I just thought you might have meant if it were the new DX11 thing with the new tessellation thing. I was originaly going to add my own comment, not as a response, but I saw yours.

    I now see you have a nice channel too.

  • @silenceofthehills I meant the program he was running it in. I know what he was doing.

  • @TheFXGuy

    If you were talking of DX11, then no. That was real time true poly tessellation+normal map for dissplacement map, which quickly morphs back into a lesser surface plane seamlessly. That way it doesn't eat so many polys on screen. I find it better as this has angle limits and the edges clip off some of the surface unless its burried really deep, but then you have other problems too.

    Thats why you see displacement mapping as the best option in this video as its true polygon.

  • is that the directX thing?

  • is that bump mapped or full 3d?

  • btw, what's cone step mapping? is that like relief mapping? so it goes: parallax, relief, then cone?

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