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博客园 - 胡说八道

NVIDIA GDC2006 presentation ATI GDC2006 Presentations GDC 2006 Microsoft Developer Day Presentations 天空的颜色和大气散射 - 胡说八道 - 博客园 引擎渲染截图 -地形 引擎渲染截图 Trapezoidal Shadow Map(3) Trapezoidal Shadow Map(2) Trapezoidal Shadow Map(1) Meltdown 2005 Presentations parallax mapping 一张截图 Texture Space Ligthing with Shadow 海面LOD GeoMipMap和Efficient View Frustum Culling PRT直接光照和间接光照 FFT海面 辐射度 DiffuseCubeMap生成器 ver 0.01
有层次感的草的渲染方法
胡说八道 · 2005-07-18 · via 博客园 - 胡说八道

想法是基于Parallax Mapping,首先计算在TextureSpace中的ViewDir,然后根据这个ViewDir和假设的多个TextureLayer的高度偏移计算出每个Texture的坐标偏移.
这样就能在一个平面上作出能根据视点的变化来模拟多个层次的草.



上面的三张图是使用了3层Texture的三个角度的截图,注意红色框内的草在不同的角度观察下的情况.