[sldev] GSoC - mesostructures
Ravish Mehra
ravish.mehra07 at gmail.com
Sat Jul 12 03:42:11 PDT 2008
i think only my images got through the sldev list. hence mailing the message
again.
hello guys,
my name is Ravish and i am currently implementing this mesostructure
rendering library under google summer of code.
i know i write long answers :) , so bear with me. regarding the visual
difference between the three techniques -
1) sphere tracing uses a 3D texture known as distance map for finding the
ray-mesostructure intersection and the quality achieved by this technique is
highly dependent on the resolution of this distance map. currently its
128x128x32. since its a 3D texture we cannot go to very high resolutions.
hence the images will be at that resolution and certain aliasing effects are
visible. i have marked such areas in attached image with yellow circles.
2) Relief mapping's rendering quality on the other hand, depends more on the
number of iterations we do ( linear + binary steps ). if we do enough
iterations, it gives amazing results. as can be seen that the aliasing
effects present in sphere tracing are not present in relief mapping ( height
field ). but if we do less number of iterations, we may get certain
artifacts due to incorrect intersections(see attached figure of relief
mapping). also since it uses a 2D texture we can go to very high
resolutions.
3) Pyramidal displacement mapping also tries to give the same quality as
relief mapping, but it doesnot require as large number of iterations as
relief mapping. here also we can go to very high resolutions as we are using
2D textures.
even the performance(fps) given by the 3 techiques is hugely different. i
will soon upload a comparison table for comparing their performances.
ravish
-------------- next part --------------
An HTML attachment was scrubbed...
URL: http://lists.secondlife.com/pipermail/sldev/attachments/20080712/4fdfe69d/attachment.htm
More information about the SLDev
mailing list