Steep Parallax Mapping

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manitwo
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Steep Parallax Mapping

Post by manitwo » Wed Nov 08, 2006 1:15 am

found this link at the maxwell forum (for those who aren't registered):
http://graphics.cs.brown.edu/games/Stee ... index.html
sounds really interesting to me

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WHiTeRaBBiT
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Post by WHiTeRaBBiT » Wed Nov 08, 2006 6:46 am

Interesting idea but I think its mainly for real time 3D engines using pixel
shaders. Theres no doubt that some of the next gen game consoles
and video cards will be pushing the limits into what only used to
be rendered.
Can't wait to see some great games using this stuff,
even if that means I'll need to buy another $600.00 video card :( .
"For death awaits you all with nasty, big, pointy teeth."
Monty Python and the Holy Grail

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zsouthboy
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Post by zsouthboy » Wed Nov 08, 2006 7:45 am

Thanks for the link. I posted a new topic over at Beyond3d on it.

There are few things that are not clear about the technique.

Also, I have an inkling that (especially with [the lack of] perfomance in loops on current GPUs) simply using geometry to represent the parallaxed view might be more useful to current gen parts (shader speed vs. raw triangles performance).

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