Recent content by NicoRi

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    bump mapping (blinn's 1978 method)

    Well, I thought of it a few times, but isn't it difficult to do something on your own and earn enough money with it to live? So, what kind of stuff do you exactly do? I know this is off topic. Maybe we could use private messages.
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    bump mapping (blinn's 1978 method)

    No, you didn't miss anything. It's just that I'm looking for a job right now... Graduated from University a few moth ago and still haven't found somthing suitable.
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    Anybody wants to write a Siggraph '07 paper with me?

    Yes, you are right. That is why I was looking for people interested in writing a paper with me together. Time is running out and nobody has contacte me yet... Soon it will be to late for that project. Hm, maybe next year. ;-)
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    bump mapping (blinn's 1978 method)

    Cool. By the way, do you have a job for me? ;-)
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    Anybody wants to write a Siggraph '07 paper with me?

    Yup. Included a comparison of the technique and mine in my paper...
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    bump mapping (blinn's 1978 method)

    Ah, now it seems we are getting closer to the thing that still confuses me a bit! ;-) In case you use the local tangent frame at a given surface location of the bump mapped object for the 3d bump map lookup, you can't produce any wrong normals as in yours and Kens case! Using only the slopes in...
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    Anybody wants to write a Siggraph '07 paper with me?

    ;-) The mesh with the weaved wood pattern is from Fabio Policarpo, from Multi Layer Relief Mapping.
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    bump mapping (blinn's 1978 method)

    Thanks for your examples. Still don't know how Ken's gradient relates to a 2d heightfield, though, do you? Considering the gradient he computes from the function f: as long as this gradient's length is slighly less than 1, a wrong normal cannot be computed, because the purturbed normal will stay...
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    bump mapping (blinn's 1978 method)

    Now we are tracking down the part that is confusing me! ;-) You say there are slopes in all directions in a 3d bump map. This would mean that a 3d bump map is more than you said: This would mean that it also defines the orientation of the heightfield, but this is not possible in my...
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    bump mapping (blinn's 1978 method)

    Yes, this is because bump mapping is basically only a fake... ;-) Anyway, your example and your explaination still confuses me: You worte in the example: P = perturbation vector (composed of rise/run slopes, gradients, in x, y, and z) If it is like it is in your explaination there...
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    bump mapping (blinn's 1978 method)

    So, but what you just said contradicts this earlier post: There cannot be a any perturbations greater than 90 degrees in a 2d bump map.
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    bump mapping (blinn's 1978 method)

    Thanks, well, ok, got it. But in this case it is definitely not possible to get a bump normal having a negative z component. (If the 3d bump map is really just a 2d heightfield defined in 3d space it has the same limitations like a 2d bump map, hm?)
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    bump mapping (blinn's 1978 method)

    I might be missing something, but your example confuses me. How can you have a3d bump map? I mean, for what purpose? You could produce "hang over" ;-) bumps in case you use a 3d color texture as well, hm? But I doubt that this works in practice. But in that case, of course you can produce bump...
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    What is the coolest thing to do with geometry shader + streamout?

    Hm, yes, probably. Aliasing can be a problem of these kind of techniques. Maybe a different kind of filtering can be applied. I haven't thought about it yet, but might be working on the problem in the near future.
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