Steep Parallax Mapping

The Dark Elf

Newbie
Joined
Oct 5, 2003
Messages
16,077
Reaction score
2
http://graphics.cs.brown.edu/games/SteepParallax/

Found this while wandering around on google, thought I'd post it here, might be of interest to you coders?

I'm no programmer though, so im simply assuming its a new technique and not just a variation of horizon mapping with a different name.

Anyhoo hope its useful to someone, be cool to see this working in Source :)
 
Nice, but I don't see Half-Life 2 really benefiting from the full effect of normal combined with parallax mapping, since the dynamic light equation is pretty much absent (anybody got any different views on it?). This would be very nice for another doom3 mod tho :P

Anyway, thanks for the link, for I thought there wasn't much more to parallax mapping than I already knew...I may have to get back to my own little test once and see if I can incorporate this.

Btw, horizon mapping as "effect" usually refers to self-shadowing: a map that determines the visibility of a pixel wrt a number of prefixed light sources. Parallax mapping is a u/v texture coordinate perturbation, so they are quite different. As "technique" they share a height-offsetmap, so there's some commonality after all...
 
Valve already confirmed parallax mapping as an update they have planned later on.
 
that looks really good i dont know anything about shaders but wouldnt it be possible to use the code on that website to make a steep paralex shader?
 
skidz said:
Valve already confirmed parallax mapping as an update they have planned later on.

I've missed that... where did you hear it?
 
Just look at the planet half life interview on E3
you can see it in the video....
oh and some one from Valve told some one on this board (I think) that they are going to put it in the future....
 
they also said they would buy me a pony for christmas and they never did
 
Dr_Fripp said:
Nice, but I don't see Half-Life 2 really benefiting from the full effect of normal combined with parallax mapping, since the dynamic light equation is pretty much absent (anybody got any different views on it?). This would be very nice for another doom3 mod tho :P

Anyway, thanks for the link, for I thought there wasn't much more to parallax mapping than I already knew...I may have to get back to my own little test once and see if I can incorporate this.

Btw, horizon mapping as "effect" usually refers to self-shadowing: a map that determines the visibility of a pixel wrt a number of prefixed light sources. Parallax mapping is a u/v texture coordinate perturbation, so they are quite different. As "technique" they share a height-offsetmap, so there's some commonality after all...
I like this man's logic already.
 
Back
Top