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Parallax Ocllusion Mapping. Intressting articel.
Posted: Fri Dec 09, 2005 4:31 pm
by reptile
Hey I was just reading about this new features and I was wondering if that also works good in quake 3 or 4 or Doom3.
Hit me if that is stupid but how would look such shader for any of that id games?
http://graphics.cs.brown.edu/games/SteepParallax/
What can you tell me about this one?
Can I find more information about pomapping @ wikipedia?
Thanks and Cheers.
Posted: Fri Dec 09, 2005 4:54 pm
by obsidian
Parallax mapping is not supported by Q3/D3/Q4. Nor is it currently supported by any game currently on the market, though it is a possibility for next-gen game engines (They did some tests with the UE3).
It works by offsetting the texture coordinates for each pixel with response to a pregenerated parallax map (like a normal map of sorts) giving the impression of depth.
There is a paper here that explains the technique:
http://www.infiscape.com/rd.html
Posted: Fri Dec 09, 2005 5:14 pm
by reptile
Thanks obisdian.
I found an intressting pdf on google also maybe one of you is intressted in it.
http://www.photogrammetry.ethz.ch/ general/persons/fabio/3darch05.pdf
That is much to read and requrement to understand language of open gl programming.
However I think that is a bit hard to understand for me but do they modifiy the textures via programming bumps and normal maps?
I'm really not sure but when I have say a normal brick wall , do I have to program that in the source code of the game when I want to have pom?
Is there any chance to test that too?
I saw this just on an article at gamestar.
That's maybe an intressting thing and I think it can also be used and or made with Alias/Maya.
Edit: Thanks kazi and now i know who is that on your avatar.
Eric cartman gets handicapped @ olympia from southpark?
Push it to the limit right? :icon25:
Thanks so far.
Posted: Fri Dec 09, 2005 6:33 pm
by o'dium
Fear uses paralax on a few walls and it looks great. Condemned, Perfect Dark, Kameo, loads of 360 games use it.
Its way better than local mapping for obvious reasons.
Q2E's gonna be using it soon as well, because it really looks good. (Well not paralax mapping as it looks to funky on edges and is quite slow. Horizon mapping is probably what we will use.
Posted: Fri Dec 09, 2005 6:41 pm
by seremtan
there was one of those tiny 64kb fps games that used parallax mapping too. ran like shit on my old 5600...
Posted: Fri Dec 09, 2005 11:11 pm
by reptile
@ Odium , do you think you could post some screenies to see this?
I havent tryed yet Fear because I dont know if this works well on my system.
with a 2,5 gig athlon and a plenty 1 gig ram with an radeon but I have no idea wich radeon , I didnt put it in.

but it's one of the newest.
At the quake 4 screenies I couldnt see much of it.
I downloaded now the engine and will see more into this.

Anyway thanks so far guys and have some cheers.
Posted: Sat Dec 10, 2005 12:40 am
by spookmineer
Posted: Sat Dec 10, 2005 1:42 pm
by reptile
Oh thanks sppokmineer.
I just oversee that.
I downloaded the egnine for quake 4 and now will test it for D3 maybe I can see more there.
Anyway if you don't have a High end maschine you wont see much I think.
Btw...here is another article about this theme at the ati homepage.
http://www.ati.com/developer/techpapers.html
Posted: Sat Dec 10, 2005 5:23 pm
by shadd_
http://www.ati.com/designpartners/media ... onX1k.html
check out the "toy shop" demo. full of p.o.m.
get the hd video not the .exe obviously if you don't have an 1800x card.
Posted: Sat Dec 10, 2005 8:24 pm
by reptile
Duh , thanks shadd_
Lemme check that.