Steep Parallax Mapping?
by Vin \"japo\" Polston · in Torque Game Engine Advanced · 02/14/2006 (12:49 pm) · 7 replies
I ran across this the other day, I know TSE does normal/bump mapping. but does it/will it/could it do steep parallax mapping? here are some images I found showing the effect. would def. make TSE that much better!

-


-

About the author
#2
02/15/2006 (7:30 am)
Steep PM and related requires 3.0 equipment I believe. TSE is able to handle it.
#3
02/21/2006 (5:45 pm)
You can do grass shaders of that sort in 2.0 without running parallax mapping. Not sure why it would require 3.0, I'd have to see the implementation.
#4
This is a quick read on it: http://graphics.cs.brown.edu/games/SteepParallax/
02/24/2006 (10:11 am)
I think it was due to a high instruction count (or possibly dynamic branching) rather than specific hardware/api requirements. Havent really dug into it too deeply but it is definitely is an interesting technique. Standard parallax mapping can be run on 2.0.This is a quick read on it: http://graphics.cs.brown.edu/games/SteepParallax/
#5
Something down in my bones says that there is a way to do it (at elast grass and fur) without taking so many bloody samples... but it hasn't come to me yet. D'oh!
04/01/2006 (1:32 pm)
I've been trying to come up with a way to do volumetric grass, and I don't see anything special in that parallax implementation. It's just yet another example of brute force sampling: take a buttload samples and mix them right, they you get a volumetric effect.Something down in my bones says that there is a way to do it (at elast grass and fur) without taking so many bloody samples... but it hasn't come to me yet. D'oh!
#7
04/04/2006 (12:19 pm)
I'm also interested in this type of approach to handle viewing tree canopy tops from high altitudes (see http://www.garagegames.com/mg/forums/result.thread.php?qt=42348).
Associate Anthony Rosenbaum