Multilayer relief mapping - an alternative to 3D

New releases and general discussions.

Post » Thu Jan 14, 2010 8:57 am

http://www.inf.ufrgs.br/~oliveira/pubs_ ... 3D2006.pdf

I mentioned this in chat a while back. I think it would be fantastic to have this available in construct.

http://fabio.policarpo.nom.br/Demos.html Example .fx to study, plus 3DS MAX plugin.

The piece of interest (in our case) is #4 Relief map imposters. Which unlike regular billboards, gives an almost accurate representation of a 3D model across a single flat polygon (or mesh if you wanna call it that) regardless of what angle you look at it (except from the side obviously).

It's 3D, without being 3D.

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Post » Thu Jan 14, 2010 6:03 pm

Policarpo. Yes, I've read his work before. Hard to forget that name.


It's basically raytracing, just as slow. I mean slow like to give the latest cards a run for their money. Really.
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Post » Thu Jan 14, 2010 7:06 pm

[quote="Madster":3qvlonqn]Policarpo. Yes, I've read his work before. Hard to forget that name.


It's basically raytracing, just as slow. I mean slow like to give the latest cards a run for their money. Really.[/quote:3qvlonqn]

Hmm. You sure you're not looking at the wrong bit? The imposter part is designed to be less of a strain (replace objects with billboards to cut down on workload but keep the quality up).
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Post » Fri Jan 15, 2010 3:19 am

replace flat raster billboards with raytraced images.

Yep. Slow.
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Post » Fri Jan 15, 2010 4:04 am

[quote="Madster":1aar0r6l]replace flat raster billboards with raytraced images.

Yep. Slow.[/quote:1aar0r6l]
I have to disagree with you It could be done and not be slow.
I was looking at this today in the blender-art forum and saw this topic in it. I checked out the first blend file. when I tested it, it was slow like you said. but another person posted a file showing that it is possible to do it and keep the performance up.

If you have blender 3D here the link to it.
http://blenderartists.org/forum/showthread.php?t=156062
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Post » Sun Jan 17, 2010 2:27 am

Didn't say it couldn't be done. Said it would be slow.

Quoting from *your* link:
[quote:3fxvbs01]Framerate down to a 1/4 the usual though. [/quote:3fxvbs01]
yeah. That's slow.

I'll give it a try tomorrow though, it's still interesting even if a bit impractical.
I highly favor parallax mapping over raytracing. Parallax mapping has only a tiny penalty over dot3 I think. (not sure, tis been a long time since I read the paper)
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Post » Sun Jan 17, 2010 3:09 am

[quote="Madster":2kxqji1p]Didn't say it couldn't be done. Said it would be slow.

Quoting from *your* link:
[quote:2kxqji1p]Framerate down to a 1/4 the usual though. [/quote:2kxqji1p]
yeah. That's slow.

I'll give it a try tomorrow though, it's still interesting even if a bit impractical.
I highly favor parallax mapping over raytracing. Parallax mapping has only a tiny penalty over dot3 I think. (not sure, tis been a long time since I read the paper)[/quote:2kxqji1p]

I'm still hoping for a construct usable parallax mapping effects shader, that would be great.
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Post » Sun Jan 17, 2010 7:52 am

I tried the blender demo here and it runs fast.

Then again, I can run GTA4 and Far Cry 2 fast in here so...

Anwyay, this technique in Construct will only work if the proyection that it uses is not ortographic. Also, someone would have to write that scary looking shader >_<

Oh that same guy had another blender demo with SSAO and it didn't work on my card :( Neither did his radial blur. I get sort of excited thinking what could SSAO bring to a 2.5d scene but then I also think of all the duplicate objects it would need :s
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