How cool is Polybumpmapping?

chaphack

Veteran
I figure tis da right place to ask yer techies!

So ya, ya noe, polybump, made popular by Crytech. Just how cool is it?

Will the bumpmaps for polygons hack, be noticeable during motion?

Should it just die out once future 3D hardware push da crazy amount of polygons?

:oops:
 
chaphack said:
Will the bumpmaps for polygons hack, be noticeable during motion?

depends on how good the modeller is, but basically yes.

Should it just die out once future 3D hardware push da crazy amount of polygons?

It'll be a long time till hardware pushes around over a million polygons for each character model, so this technique will likely stay with us for quite some time
 
As such, "PolyBump" isn't any different to standard bump-mapping that's being used for many many years now. Except "more cool" name :)
 
It's different in the way that the bump maps have been created. Traditionally for years, bump maps were created by an artist scanning or "painting" a height-map/graymap and converting it into a bump map. Basically, to give some random rough texture to the surface. Either it would be hand-aligned to the existing geometry, or worse, just thrown onto the model without regard (e.g. the orange-peel bump texture technique)


PolyBumps (or whatever you want to call them) are created from high resolution geometry. The normals in the normal map represent normals in the actual geometry being exported and decimated, not some artibrary "bumpy" normal texture that an artist hacked up in photoshop.

All 3D is done with vectors and oodles of dot products, so there is "nothing new under the sun" eh? But the devil is in the details of how you use it.
 
PolyBumps (or whatever you want to call them) are created from high resolution geometry.
Of course, but that's nothing new also... That's what DoomIII does (will do), that's what Normalmapper/Melody is for, that's what even I do :)
 
For buildings and such I do it old way by creating a heightmap and the results are very nice looking. I can see why you would want to use high res mesh to make the normals used on characters as getting the heightmaps to wrap around a bend and stay consistant is kinda hard to do in a paint program. So yes, I really like bumps and texturing is little bit more approachable using the various maps since the detail no longer needs a good artist's hand. Just some paintshop filters for diffuse map then an interesting pattern on heightmap and optional glossmap and we're done. Much easier then burning shadows and such into the diffuse map. Plus, you can have dynamic heightmaps with changing bumps like in that old matrix movie at the end when the guy jumps inside the agent and bumps run all over his body.
 
DemoCoder said:
PolyBumps (or whatever you want to call them) are created from high resolution geometry. The normals in the normal map represent normals in the actual geometry being exported and decimated, not some artibrary "bumpy" normal texture that an artist hacked up in photoshop.
I'm not entirely sure, but I think I think there was a SIGGRAPH paper from a few years back which suggested this as a method of reducing geometry.
 
I didn't say it was new, just that the technique was never used in games before. Even today, I am not aware of any *shipping* game that uses it consistently. D3 is the first. Halo2 is using it also.

Remember, Carmack didn't invent BSP and it wasn't new when he used it, but was there any game engine that used BSP's before Doom?
 
DemoCoder said:
Even today, I am not aware of any *shipping* game that uses it consistently
I'm not quite sure, but aren't some Muckyfoot games (startopia, bladeII) already using this? Given Forsyth's papers on how cool it was to have extremely low-poly characters with kind-of-displacement mapping and normal maps computed from hi-res models?
 
Simon F said:
I'm not entirely sure, but I think I think there was a SIGGRAPH paper from a few years back which suggested this as a method of reducing geometry.

The original paper that suggested the technique is about a decade old :)
 
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