Bungie Halo2 illustration of dot3 bump map modeling

Displacement mapping will only be seen once there are a reasonable amount of mid to low end videocards with displacement mapping, that is, DX9.

The most promising thing in this regard is that ATi is already planning very inexpensive DX9 parts (Radeon9500) and nVidia seems like they'll have NV31 (MX version) very soon after NV30. Which means that we won't have to wait quite as long as from the DX7 of GeForce to the DOOM3 of next year.

Even then, we are unlikely to see anyone use displacement mapping until XBox2, or the next Carmack engine after DOOM3, whichever comes first.
 
I think we'll see a few games before that, just as there was DOT3 bump mapping (Giants) and stencil volume shadows (Blade of darkness) before Doom3.

The interesting question about displacement mapping is shading.
Should it be performed in the vertex shader with custom vertex lighting routines? But how would one use gloss maps and such there? Or should it be per-pixel shading using vertex normals instead of normal maps? Or the combination of the two?

Also, higher polygon counts will require advanced skinning methods. No matter how cool matrix palette skinning is considered to be, it does not preserve volume and cannot produce bulging and such. Natural-looking creatures would require more complex tools like muscle simulation or at least a lot of additional deformers...
 
Brimstone said:
randycat99 said:
Interesting!

So I guess in the end, there is no replacement for real polys? ...Or is it possible for someone to come up with a newer bumpmapping scheme down the line that remains intact even under extreme angles?

So what sort of artifact is actually seen at the extreme angles? Does the bump cease to be bump, or do you see some sort of geometry floating above the parent model? What?

I think displacement mapping is considered the next step beyond bump mapping. Displacement mapping tesselates and deforms polys as needed so it is more of a polygon type of solution, at least thats how I understand it.

Yup, polygon deformation and tesselation. It actually creates new polys so that it doesn't break down at extreme angles :) Only problem is performance... :LOL:
 
BoddoZerg said:
Even then, we are unlikely to see anyone use displacement mapping until XBox2, or the next Carmack engine after DOOM3, whichever comes first.


I thought Carmack wasn't too high on displacement mapping. I'm pretty sure I read something about him not liking it after it was announced that it would be included in the Parhelia.
 
I thought Carmack wasn't too high on displacement mapping. I'm pretty sure I read something about him not liking it after it was announced that it would be included in the Parhelia.

That's because he thought it was quad. But since then he retracted his command.
 
He said he still wouldn't be using it due to geometry amplification issues. What are these geometry amplification issues he is talking about?
 
Geometry amplification ?

Well displacement map do increased the geometry of your model. Is that what he meant ? Maybe displacement map can increased your tesselation in unpredictable way, that can be the case if it was quad, generating those non-planar stuff, but I think you can get more control in tri. But still displacement map is also a fill gap solution like normal map, until you can just shove the high poly model down the bus.

Also it wouldn't work in his Doom 3 engine, since the shadow is calculated in CPU.
 
Geometry amplification refers to features such as displacement mapping and ATI's Truform. If such features were used there would be a mismatch between the shadow volume and the higher tesselated models.
 
Geometry amplification refers to features such as displacement mapping and ATI's Truform. If such features were used there would be a mismatch between the shadow volume and the higher tesselated models.

Well, you would just need to think of another way of doing shadow.
 
Aren't the DoA3 models 10k+ polys, with the cinema models higher (like 20k+)? Without doubt, the cut scenes in that game are CG quality.
 
Aren't the DoA3 models 10k+ polys, with the cinema models higher (like 20k+)? Without doubt, the cut scenes in that game are CG quality.

Arcade VF1, had about 2200 quad poly per character. VF3 had that number just for the face. 5000 poly isn't alot :)
 
zurich:

> Without doubt, the cut scenes in that game are CG quality.

What do you mean by CG quality? Models used in movie production are several 100k and feature vastly superior animation and physics properties.
 
Cyber,

ns, but compared to some of the best PSX CG seen last gen, the cut scenes in DoA3 definitely rank up there in terms of real-time rendering.
 
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