I've been reading up about a variety of different Mesostructures ( such as bump mapping, horizon mapping, displacement mapping, view-dependent displacement mapping ect.)
But when I got into displacement mapping it confused me.
The whole idea behind such effects is to provide surface relief, to simulate high poly models and small surface details WITHOUT actually increasing poly counts.
Obviously higher poly counts are time consuming to create AND much more costly to render.
Most of these effects ( bumpmapping, view-dependant displacement mapping, parallax mapping ect ) accomplish these effects without increasing poly counts, but that doesn't "seem" to be the case with proper displacement maping.
Displacement mapping creates a "vertex mesh" which effectively subdivides one poly into many polys. The result looks AMAZINGLY similar to any standard ultra high poly model.
So what's the point again? What's the advantage? Is there any difference performance wise between rendering a high poly model and a low poly model which has had it's structure subdivided many times and complexity increased via a vertex mesh?
But when I got into displacement mapping it confused me.
The whole idea behind such effects is to provide surface relief, to simulate high poly models and small surface details WITHOUT actually increasing poly counts.
Obviously higher poly counts are time consuming to create AND much more costly to render.
Most of these effects ( bumpmapping, view-dependant displacement mapping, parallax mapping ect ) accomplish these effects without increasing poly counts, but that doesn't "seem" to be the case with proper displacement maping.
Displacement mapping creates a "vertex mesh" which effectively subdivides one poly into many polys. The result looks AMAZINGLY similar to any standard ultra high poly model.
So what's the point again? What's the advantage? Is there any difference performance wise between rendering a high poly model and a low poly model which has had it's structure subdivided many times and complexity increased via a vertex mesh?