-- where you understand the new technology " D-MAP " of DirectX 9 attention that 1 Juan Guardado person session of the Matrox which did announcement concerning D-MAP technology: March 19th - March 23rd (local time) Opening area: San Jose MC$enery Convention Center and the like The Matrox technical explanation the displacement mapping which being supported the Direct3d of DirectX 9 (the alias D3D9) in is decisive (the Displacement Mapping) with concerning the new technology which is called was done in San Jose in the Game Developers Conference which is held from 19 days to 24 days. As with this manuscript you understand the basis of this technology, it expects to the form of the D3D9 corresponding hardware which is visible from here. Dividing into this day and 2 times of tomorrow, it reports. -------------------------------------------------------------------------------- * What displacement mapping? - The conception, apex texture Displacement * mapping (Displacement Mapping: Below D-MAP) With, the Mapping= it sticks Displacement= displacement and substitution...... with it becomes the mind which is said. The expression, texture mapping probably hearing it has been. This the picture which is called texture with the technology which sticks to the 3d object which was formed with polygon, is the expression expedient which becomes most the basis of present 3d graphics. With the D-MAP it is not to stick image, it probably will be easy to represent intuition you catch in the manner that " apex information is stuck ". The expression, " apex texture mapping " was proposed even with session of the Matrox. " Apex is stuck ", with what thing? For example when we assume, there was a sphere, it becomes deformed in the form for example like the fish by sticking another apex information vis-a-vis this, or it is possible to become deformed in the head of the human where eye nose shape is attached. Furthermore if it compares is, if it applies the D-MAP to the 3d model which becomes the basis, like clay workmanship deformation is possible...... with it means to say. The person who is the technology which is called bump mapping as the expression which acquires unevenness vis-a-vis the 3d model which becomes the basis they probably are many things. Bump mapping is called the height map, it is something of the image that it sticks unevenness to polygon, unevenness was expressed (or housed the normal vector) making use of texture, but the D-MAP with the unevenness information the 3d model processing (conversion) is the technology which is done at geometry level. At the highest only the dynamic range of 8 - 16bit integer there was unevenness information of bump mapping, but because with the D-MAP it can utilize largest 32bit floating decimal, it means to be able to express rather complicated form.
* The merit of D-MAP? - With bump mapping useless reason For example when we assume with bump mapping unevenness information, could be expressed with 32bit floating decimal, how probably will be? Because very rich unevenness expression is possible vis-a-vis the object, when that 3d model was made to deform, it probably is to be able to create equal visual. To tell the truth this does not go well. Assuming, with general bump mapping at the time in rendering lighting was done at the pixel unit, shading in that pixel (only shadow processing) it is done. Because it cannot reproduce the shadow which the unevenness causes around, it has not become really correct image. The fact that this is displayed conceptually is the figure 1a. With general bump mapping as for the shadow of the convex part it is reflected on only the convex part. Originally if is, the shadow of the convex part is the expectation which reaches to around that base, but it cannot process this. So, the generally known self shadow is not reflected. If it is the delicate unevenness impression of the skin and roughly the impression et cetera of the rock wall, not doing strict shadow processing to there, that ‚Á ‚Û ‚ it is visible. But, when the dynamic range of the unevenness, it is very large, like the figure 1a this lie exposes. Because unevenness can do with the D-MAP at geometry level, also the self shadow is considered, if (you try to do...... is but). The figure 1b is the inner product bump mapping whose unevenness is large, but there is an unevenness truly, if is, even in the edge in sphere the convex the expectation where concave appears. Bump mapping being to be image based technology is this kind of weak point.
* The merit of D-MAP? - With bump mapping useless reason For example when we assume with bump mapping unevenness information, could be expressed with 32bit floating decimal, how probably will be? Because very rich unevenness expression is possible vis-a-vis the object, when that 3d model was made to deform, it probably is to be able to create equal visual. To tell the truth this does not go well. Assuming, with general bump mapping at the time in rendering lighting was done at the pixel unit, shading in that pixel (only shadow processing) it is done. Because it cannot reproduce the shadow which the unevenness causes around, it has not become really correct image. The fact that this is displayed conceptually is the figure 1a. With general bump mapping as for the shadow of the convex part it is reflected on only the convex part. Originally if is, the shadow of the convex part is the expectation which reaches to around that base, but it cannot process this. So, the generally known self shadow is not reflected. If it is the delicate unevenness impression of the skin and roughly the impression et cetera of the rock wall, not doing strict shadow processing to there, that ‚Á ‚Û ‚ it is visible. But, when the dynamic range of the unevenness, it is very large, like the figure 1a this lie exposes. Because unevenness can do with the D-MAP at geometry level, also the self shadow is considered, if (you try to do...... is but). The figure 1b is the inner product bump mapping whose unevenness is large, but there is an unevenness truly, if is, even in the edge in sphere the convex the expectation where concave appears. Bump mapping being to be image based technology is this kind of weak point.
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