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2 registered members (TipmyPip, izorro),
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Key:
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Re: displacement mapping terrain test
[Re: ello]
#103369
01/02/07 15:09
01/02/07 15:09
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Joined: May 2002
Posts: 2,541 Berlin
EX Citer
Expert
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Expert
Joined: May 2002
Posts: 2,541
Berlin
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Hmmm... very interesting. Looks indeed unique. I wonder how it looks in motion. Does that ripple on the terrain changes with every frame, or is it realy 3D (instead of some noise).
EDIT: I read the first post again. I guess itīs realy 3D and these are realy vertices(?) In that case that are alot of vertices for a terrain, so the frame rate is somewhere is the nirvana I guess.
Last edited by EX Citer; 01/02/07 15:12.
:L
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Re: displacement mapping terrain test
[Re: Joey]
#103371
01/03/07 23:04
01/03/07 23:04
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Joined: Oct 2004
Posts: 1,856
TheExpert
Senior Developer
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Senior Developer
Joined: Oct 2004
Posts: 1,856
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displacement mapping for terrain ??? it is already used in some sort with height maps  i don't see the interest of that thing , and some engines have real LOD terrains already : ogre3D, irrlicht , Guild Wars engine , Far Cry ... but if you can create somthing new, very usefull, fast and with LOD ?? or it's just experimenting ??
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Re: displacement mapping terrain test
[Re: TheExpert]
#103372
01/03/07 23:22
01/03/07 23:22
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Joined: Oct 2003
Posts: 4,131
Matt_Aufderheide
OP
Expert
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OP
Expert
Joined: Oct 2003
Posts: 4,131
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Quote:
I guess itīs realy 3D and these are realy vertices(?) In that case that are alot of vertices for a terrain, so the frame rate is somewhere is the nirvana I guess.
Quote:
i don't see the interest of that thing , and some engines have real LOD terrains already : ogre3D, irrlicht , Guild Wars engine , Far Cry ...
but if you can create somthing new, very usefull, fast and with LOD ?? or it's just experimenting ??
Yes it's fully 3d. There is LOD applied, runs about 70+ fps.
I solved the seams problems, now the main problem is coming with a method of collision...
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Re: displacement mapping terrain test
[Re: ShoreVietam]
#103374
01/05/07 12:18
01/05/07 12:18
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Joined: Jun 2005
Posts: 656
Grafton
User
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User
Joined: Jun 2005
Posts: 656
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Cool Matt! I am glad to see you developing sphere even further! 
Not two, not one.
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Re: displacement mapping terrain test
[Re: Grafton]
#103375
01/06/07 11:23
01/06/07 11:23
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
Expert
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Expert
Joined: Mar 2006
Posts: 3,538
WA, Australia
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i feel like i understand. it makes perfect sense. but i think i must be wrong because people seem to misunderstand a lot.
correct me if i'm wrong, but: a height map (greyscale image) and a displacement vertex shader are applied to a grid of models, themselves each being grids of varying polycounts inversely proportionate to their distances from the camera, all lined up together to make up a huge terrain, and by applying the same shader to lower poly models, it basically creates a lower poly version of the same thing (hence the lower poly distant terrains), so if u could get collision working this could result in ridiculously large, high-poly terrains running beautifully and quickly in realtime?
i love it. i am really impressed.
i cant wait to see a demo of it in use.
julz
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Re: displacement mapping terrain test
[Re: JibbSmart]
#103376
01/09/07 11:24
01/09/07 11:24
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Joined: Oct 2003
Posts: 4,131
Matt_Aufderheide
OP
Expert
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OP
Expert
Joined: Oct 2003
Posts: 4,131
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Quote:
so if u could get collision working this could result in ridiculously large, high-poly terrains running beautifully and quickly in realtime?
Yes you are exactly right...
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Re: displacement mapping terrain test
[Re: Matt_Aufderheide]
#103377
01/21/07 11:18
01/21/07 11:18
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Joined: Sep 2003
Posts: 271 Germany
Chris3D
Member
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Member
Joined: Sep 2003
Posts: 271
Germany
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Hi Matt, I know a method to get the collision working for the terrain...It would be nice if you share the displacement vertex shader. Greetings Chris 
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