Game Development Community

TSE and displacement mapping

by Andy Hawkins · in General Discussion · 06/01/2005 (11:36 pm) · 4 replies

Has anyone heard of any plans to include Hardware Displacement Mapping in TSE? This would be a great addition.

#1
07/09/2006 (9:17 am)
Well, im actually also interested in this subject, poeple are achieving great things with displacement mapping

here's a picture for your eyes to feast on
206.145.80.239/zbc/showthread.php?t=8206
#2
07/09/2006 (9:46 am)
Real time displacement would probably be very very slow. But damn it looks good.
#3
07/09/2006 (10:07 am)
*Actual* displacement mapping is indeed very, very slow.
However, in the world of games, a new technique recently came out which is only just starting to get some attention, and it's called relief mapping.
www.inf.ufrgs.br/~oliveira/RTM.html

It's more or less parallax mapping that properly occludes and depending on the implementation, will actually displace the surface of the obect according to the height map. Curved relief mapping is generally SM2.0x or above for the shader requirements, so it's not the most wide spread thing to support, but it's definetally out there.
There's been a go or too in hte community to add relief mapping, and they seem to work pretty well, but i cant say for sure if GG is planning on including it in TSE's standard assortment.
#4
07/09/2006 (9:09 pm)
If I were to venture a guess, id say that displacement mapping wouldnt be a "standard" in tse at 1.0 as a material option, but Id also guess that there would be a resource for it very shortly afterward.

That is, if there isn't a resource for it already. Im not sure, Ive never searched for it.