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  • #16
    i was talkin to my friend about DM and he is goin to school for 3d animation and he said the technique was similar to something they do and he was impressed they have developed it he said it works very well and is easy to impliment. I mean it's pretty simple from what i can see you just make a map using grayscale tones to designate hieghts apply the mask and the processor does the rest
    -Chris K.

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    • #17
      - Just to add. "Software Displacment Mapping and Adaptive Tesselation" have been in a couple games i have played. Meaning there is already great interest in the techniques. A couple games being; Giants: Citazen Kabuto. Which had "Character Adaptive Tesselation". The further you moved away from the character, the model was replaced by a lower polygon count version. And the "Displacment Mapping" can sorta be compared to the landscapes in Black & White. They flatened and reduced polygon count the further you moved away from them.
      So, IMO there is no doubt that more developers will adopting these very nice techniques. -

      And the quotes meaning, that it was only an observation. And i am only comparing the two . -
      - ? -

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      • #18
        <I>Giants</I> may have had different models according to distance, but it didn't adjust according to your system. Requiem did - it throttled the game engine to always keep your system at maximum load. Black & White might have actually done things correctly as well - I'd never seen it perform poorly (actual playability/enjoyment excluded).
        Gigabyte P35-DS3L with a Q6600, 2GB Kingston HyperX (after *3* bad pairs of Crucial Ballistix 1066), Galaxy 8800GT 512MB, SB X-Fi, some drives, and a Dell 2005fpw. Running WinXP.

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        • #19
          Joel - thanks for the pics! One of them is my desktop background now until something better is available.

          Where are our graphic magicians ??

          MK
          <font size="1">
          Celeron II 700 @ 1,1 GHz
          ASUS CUSL2-C, Bios 1009 final
          Alpha 6035MFC, 60 -> 80mm adapter
          2 x 80mm Papst Cooler 19/12dB
          256 MB PC133 Crucial 7E (CAS2)
          Maxtor Diamond MAX VL40
          ATI Radeon 8500 64MB @ Catalyst 3.0
          Hauppauge WinTV TV-Card
          Iiyama Vision Master Pro 400
          Plustek Optic Pro U12B
          HP Deskjet 959C
          Plantronics LS1 Headset
          all on W2k Professional SP2
          </font>

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          • #20
            My "summer version" of the Parhelia logo:
            Attached Files
            <font size="1">
            Celeron II 700 @ 1,1 GHz
            ASUS CUSL2-C, Bios 1009 final
            Alpha 6035MFC, 60 -> 80mm adapter
            2 x 80mm Papst Cooler 19/12dB
            256 MB PC133 Crucial 7E (CAS2)
            Maxtor Diamond MAX VL40
            ATI Radeon 8500 64MB @ Catalyst 3.0
            Hauppauge WinTV TV-Card
            Iiyama Vision Master Pro 400
            Plustek Optic Pro U12B
            HP Deskjet 959C
            Plantronics LS1 Headset
            all on W2k Professional SP2
            </font>

            Comment


            • #21
              My "copper version" of the Parhelia logo:
              Attached Files
              <font size="1">
              Celeron II 700 @ 1,1 GHz
              ASUS CUSL2-C, Bios 1009 final
              Alpha 6035MFC, 60 -> 80mm adapter
              2 x 80mm Papst Cooler 19/12dB
              256 MB PC133 Crucial 7E (CAS2)
              Maxtor Diamond MAX VL40
              ATI Radeon 8500 64MB @ Catalyst 3.0
              Hauppauge WinTV TV-Card
              Iiyama Vision Master Pro 400
              Plustek Optic Pro U12B
              HP Deskjet 959C
              Plantronics LS1 Headset
              all on W2k Professional SP2
              </font>

              Comment

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