steep parallax mapping with true silluette

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rouncer 103 Nov 08, 2007 at 05:49

40 sample point parallax mapping with shader 3.0 looks almost like
displacement mapping, the only problem is when a height value perturbs
the texture coordinate outside of the drawing polygon, then it will be
clipped to the edges of the polygon.

What if you rendered an infinite plane instead and modify the z depth
value as you rastered the object, and it should be able to intermesh with
the rest of the level perfectly displaying a true silluette.

What do you think? And has this been thought of before?

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Kenneth_Gorking 101 Nov 08, 2007 at 15:01

Infinite or not, it will eventually be capped by the near and/or far plane. It is also just a plane, so if you view it from the side, the silhouette is still gone.

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rouncer 103 Nov 09, 2007 at 14:07

I read this page on steep parralax page, (mentioning reedbeta in it) they said
the silluette wasnt done before, even tho it looks exactly the same a displacement mapping (the total plus).

Its possible, I know, with creative shader work.

but this is the post that finishes off that steep parralax algorythm, im just
saying the end of it is extremely possible but you might as well learn dx10
and tesselate realtime to beat it.

Anyway, if you dont care, you wont do it.

Me, im moving on to displacement mapping and taking on severe vertex load.

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rouncer 103 Nov 09, 2007 at 14:10

Also, something you dont know dorking, is that proximity
welding is done better with a 3d grid than an octree.

say you already knew that.

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Kenneth_Gorking 101 Nov 10, 2007 at 14:43

@rouncer

Its possible, I know, with creative shader work.

It’s not possible, because you need triangles to execute pixelshaders on. What you described does not always guarantee that.
@rouncer

but this is the post that finishes off that steep parralax algorythm, im just saying the end of it is extremely possible but you might as well learn dx10 and tesselate realtime to beat it.

Anyway, if you dont care, you wont do it.

Me, im moving on to displacement mapping and taking on severe vertex load.

Why do ask for other peoples thoughts on something and then abandon it in the next post? It’s a waste of your own and other peoples time.
@rouncer

Also, something you dont know dorking, is that proximity
welding is done better with a 3d grid than an octree. say you already knew that.

That is like saying a screwdriver is the best tool to fix your bike. It pretty much depends on what you are trying to do. One thing I do know though, is how to form sentences and spell.

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_oisyn 101 Nov 11, 2007 at 15:56

For one thing, you should never modify the z-value in the pixelshader because it’s a very expensive thing to do as hierarchical z culling is no longer possible.
@Kenneth Gorking

One thing I do know though, is how to form sentences and spell.

And also let the forum control the flow of text in paragraphs instead of pressing the enter button when typing your post :)

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Mattias_Gustavsson 101 Nov 11, 2007 at 20:36

I always find it amusing when people get these new groundbreaking ideas for doing something, and the goes on to post them on a forum…

Why don’t they just fire up the compiler and try it out? :D

It still holds true that ideas have no value, implementation does 8)

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rouncer 103 Nov 14, 2007 at 11:52

I admit it… useless post on my behalf.

but sometimes its best to screwdriver a screw in with a screwdriver.

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Blaxill 101 Nov 14, 2007 at 13:27

Although sometimes the screwdriver doesn’t fit the screw you were trying to screw in the first place. In those cases I suggest a hammer to hammer the thing you wanted to screw in with the screwdriver.

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rouncer 103 Nov 15, 2007 at 07:56

Thats what usually happens when I program something…