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DarkBASIC Professional Discussion / relief mapping in quake 4

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Simian
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Posted: 22nd Dec 2005 16:17
not really darkbasic related, but shader related.
check out what this guy is up to http://fabio.policarpo.nom.br/relief/index.htm

couple of nice documents and demo movies that show off relief mapping, plus, he created a tool for quake4 and doom3 makes the game art reliefmapping friendly. demo videos of this included too.

since i saw raven say something about relief mapping in the ultimate shader thread 2, i thought this might be relavant.
Van B
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Posted: 22nd Dec 2005 16:24
Is that like Parallax Mapping? - I've seen results like that from some of the shaders in the ultimate shader thread, Ninja Matt maybe?

Looks cool anyways, and maybe DBPro can do it already through a shader.


Van-B

Put away, those fiery biscuits!
Simian
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Posted: 22nd Dec 2005 16:34
from the shader thread - page 5



we can see from the picture that paralax mapping is better than normal mapping, but relief mapping blows both of them out of the water!!

the shader is able to make the surface render outside the confines of the actual mesh. With a normalmapped or paralaxmapped sphere for example, we used to see detail inside the sillouette of the sphere, with the edges still being as angular as the original mesh. Relief mapping solves that completely by pushing the detail out.
Beautifull.

here is a cool video demonstrating exactly that:
http://fabio.policarpo.nom.br/videos/Curved_ReliefMapping_Video.zip
NeX the Fairly Fast Ferret
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Posted: 22nd Dec 2005 17:14
Imagine if this became a hardware rendered graphics card FX...

That on every polygon with no FPS drop...



Hamish McHaggis
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Posted: 22nd Dec 2005 17:22
Quote: "Imagine if this became a hardware rendered graphics card FX..."


Umm, isn't that the idea? It has already been implimented in Doom 3 and Quake 4.

blanky
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Posted: 22nd Dec 2005 17:28 Edited at: 22nd Dec 2005 17:30
Normal mapping is designed for faking extra polygons, not making radical changes to the object's geometry. The reason relief mapping looks better there is because it's not just bumps you're after, it's massive pointy bits.

16-colour PNGs pwn.
Ian T
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Posted: 22nd Dec 2005 21:10
Relief mapping is very pretty and very GPU-intensive. I think it would be possible in DBP if you ported the shader over properly, but don't expect to be able to apply it to much unless you have a monster of a machine

Simian
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Posted: 23rd Dec 2005 17:28
maybe oneday there'll be a shader that can render a complete detailed quake4 style level using only one polygon (and an EMENSE amount of maps)

the ultimate shader challenge!! (nix for doing it by the way)

Kangaroo2 BETA2
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Posted: 23rd Dec 2005 17:47
that looks really cool But wouldn't it be such a hit on most people's graphics cards that just actually adding the extra polys would be more efficient on all but the very highest end cards?


Preorder EA here:http://forum.thegamecreators.com/?m=forum_view&t=67575&b=8&p=0
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Ian T
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Posted: 24th Dec 2005 22:28
Quote: "But wouldn't it be such a hit on most people's graphics cards that just actually adding the extra polys would be more efficient on all but the very highest end cards?"


Not on the high end, PS 3.0 cards, especially when you consider polygon density. A 512x512 normal map can add a whole lot of little details with relief mapping, thousands of polys' worth I would imagine. On lower end cards though, such as my Geforce FX 5200, even that demo is incredibly slow.

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