randycat99
Veteran
Would that make it more of a vertex shading operation than a pixel shading operation then?
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.
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.
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.
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.