3 ms·
This kind of mapping hit mainstream a few years ago. Look at the ground in most games, it's not actually 3D but does a damn good appoximation. In some games yo
by slackingoff2017 9y ago
This kind of mapping hit mainstream a few years ago. Look at the ground in most games, it's not actually 3D but does a damn good appoximation.
In some games you'll see real subdivision surfaces which are even more awesome but somewhat expensive.
I remember being super excited when these features were making their way from software rendering to GPU years back. I would guesstimate a very large fraction of the perceived increase in game graphics have come from these techniques in recent years.
- santaclaus 9y ago> In some games you'll see real subdivision surfaces Cool! What games are using subds? I thought they were mostly relegated to offline use due to evaluation cost.
- corysama 9y agoI'm not certain this shipped, but there's http://www.graphics.stanford.edu/~niessner/brainerd2016efficient.html http://www.graphics.stanford.edu/~niessner/brainerd2016effic...
- slackingoff2017 9y agoToo lazy to check my games right now but the Unigen Heaven benchmark was the first time I saw "tesselation", which used to be known as displacement mapping in software rendering days. Crank that thing to max and wander around a bit.
- hughes 9y ago> it's not actually 3D but does a damn good appoximation That is the driving force behind almost all real time graphics! Everything from rasterization to texture sampling to transparency, to this occluding parallax example - it's not exactly correct, but close enough that when used appropriately it is convincingly real and fast.
- CyberDildonics 9y agoThat is not the same thing. Polygons exist in 3D space, this is a technique using a shader to fake render a surface within the bounds of the polygon that is actually being rendered.