[sldev] GSoC - mesostructures
Nik Radford
nik at terminaldischarge.net
Sat Jul 12 03:10:11 PDT 2008
Darien Caldwell wrote:
> Looking at the original Wiki link, I see there are examples of Relief
> Mapping, Sphere Tracing, and Pyramidal Mapping. However looking
> closely, I can't see any visual differences. What is the main
> difference between the 3 styles of mapping?
>
If you lok closely, the relief mapping is missing a bit of the top of
the pyramid like shape. Sphere mapping has got it perfect however. I
didn't really look closely at the Pyramidal Mapping.
> On 7/11/08, Lawson English <lenglish5 at cox.net> wrote:
>
>> Karl Stiefvater wrote:
>>
>>>> Again, I may be missing something - but this is how I originally
>>>> expected sculpts to work when they were initially described.
>>>>
>>> heh... i think maybe you have too high of expectations. :)
>>>
>>> this technology is still EXTREMELY young and experimental. remember
>>> that when pixar puts this level of detail in a movie - each shot takes
>>> days of rendering time. in a realtime engine - these things have
>>> never before been possible.
>>>
>>> but you do raise an interesting idea: perhaps the best way to quickly
>>> integrate mesostructure technology into our system is via the sculpt
>>> map - the artist provides a high resolution sculpt map - which still
>>> creates the standard low resolution mesh - but the details are
>>> fleshed-out via mesostructures.....
>>>
>>> very interesting...
>>>
>> Of course, sculpt maps only have one collion model right now, anyway.
>> Torus? Sphere? Can't remember.
>>
>> Lawson
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