
Realtime Displacement- + NormalMapping on Sphere
11 months ago
I came back to this project:
vimeo.com/1600741
Back then the lighting was pretty much fake since the normals where incorrect. I loved the idea and fun factor of the project though, so I could not resist tweaking it a little bit more.
To get correct lighting when using displacement maps there is no way to get around computing a normal map from it. I converted the shader that can be found here:
catalinzima.spaces.live.com/blog/cns!3D9ECAE1F2DC56EF!223.entry
to GLSL to compute a normal map from the webcam image on the fly. I am really loving the results and I think people would have massive fun interacting with it.
vimeo.com/1600741
Back then the lighting was pretty much fake since the normals where incorrect. I loved the idea and fun factor of the project though, so I could not resist tweaking it a little bit more.
To get correct lighting when using displacement maps there is no way to get around computing a normal map from it. I converted the shader that can be found here:
catalinzima.spaces.live.com/blog/cns!3D9ECAE1F2DC56EF!223.entry
to GLSL to compute a normal map from the webcam image on the fly. I am really loving the results and I think people would have massive fun interacting with it.
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welches high res ding meinste? sagt mir gerade nichts :)
öhm wusste auch nicht mehr genau wie der typ hies aber hab jetzt mal nachgeschaut: moresoon.org/ hab mich nur noch dran erinnert dass da steht work:high-res (links bei weibsites) übelst geiles zeug.
I'm curious about the normal map creation. The NVIDIA tools take a number of seconds (often longer) to generate a single normal map from an image. Do you know how your approach differs? The NVIDIA approach is using the GPU as well through CUDA, so there shouldn't be a big win there. Do you know of any tradeoffs?
Again. Really cool.