Talk:Displacement mapping
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What does LOD-wise mean? --Cmprince 03:56, 24 Dec 2004 (UTC)
Wouldn't it be better to merge all rendering techniques that gives 3D depth to textures in one article? —Preceding unsigned comment added by 201.81.199.100 (talk) 13:07, 29 October 2007 (UTC)
Level Of Detail, i guess. Objects closer are supposed to be more detailed than objects far away, less visible. So this is a set of techniques used to optimize the rendering of scene by adptively removing geometry and details from objects which will not contribute significantly to the final scene render.
Removed Nintendo Reference as the Patent mentioned actually describes something closer to parallax mapping. 211.30.37.165 07:02, 21 February 2006 (UTC)
- I agree. Probably the patent link should not be forgotten so i moved it in the parallax mapping page. ALoopingIcon 10:41, 22 February 2006 (UTC)
Is Shader Model 3.0 the return of the Reyes rendering? If graphic cards become able to render so much geometry, will they start to implement regular texture mapping by an emulation using flat displacing? Is there any advantage (memory-access wise) to use displacement maps over polygon-soup? Arnero 22:01, 4 December 2006 (UTC)
About displacement direction: strictly speaking, it's NOT a surface normal, but the texture's normal (Z-direction). Often these normals coinside but not always. Example: a sphere with applied flat displacement map. All vertices are moved along flat normal and for some vertices it's almost perpendicular to surface normal