Have you considered using an EMBM type effect? This would allow for per-pixel water surface normals rather than the per-vertex normals that you are using to index the cubemap. Scrolling bump maps...
Type: Posts; User: chrisATI
Have you considered using an EMBM type effect? This would allow for per-pixel water surface normals rather than the per-vertex normals that you are using to index the cubemap. Scrolling bump maps...
There is a sample app, with source, that uses this extension as well as the render-to-texture extension on the ATI Developer's site:
http://www.ati.com/developer/ATI_EMBM.html
-chris
Personally, I just use the 3x3 Rotation portion of the skinning matrix to rotate the Normal, Binormal and Tangent in the vertex shader. This works nicely.
-Chris
same goes for radeon7500 (r100) and up.
There are some methods for computing more realistic diffuse lighting (even non-local diffuse effects seen in offline global illumination rendering). One way is through the use of precomputed...
well, it really depends on what type of filters you wish to apply. i've seen plenty of image filters applied with fragment shaders and rendered with full hardware acceleration. you can do this by...
You need to rotate the normals using the bone matrix before doing your N.L test.
if you're not too worried about it being absolutely correct, you could calculate the gradient vector at each pixel to determine the "normal" at a given pixel. i believe that is what this app does: ...
That document was about designing the Shader Library component for a game engine. It was based on the Shader Library we use for our demo engine. RenderMonkey isn't a Shader Library, it's a tool for...
rendermonkey will run on any hardware. however it won't be very interesting on a gf4mx seeing as this hardware doesn't support shaders.
the documentation is available as a pdf on the web page: ...
1) i can't find this in the document. perhaps you are confusing stream mapping??
2) the model loader module is responsible for providing this data to rendermonkey. rendermonkey then builds it's...
rendermonkey can indeed compile RenderMan shaders but this functionality is not exposed in the current beta. i'm not sure when this functionality will be exposed (it's gated by DirectX 9.0). as for...
this is just an idea that occured to me a moment ago. if you had a frame buffer that stored 32bit floats in the range [0, 2] this would provide the high range you're looking for. by clamping the...
RenderMonkey has not been released yet, so there is no link to the executable. Many of the effects that are demonstrated in that presentation can be implemented on the Radeon8500... I have...
RenderMonkey™ - SIGGRAPH 2002 Presentation
to approximate (N.H)^16 for specular lighting, you can use:
((N.H)^2 - 0.75)*4
If you look at a graph of the above function over the domain [0.0, 1.0] it looks pretty close to f(x)=x^16
...
I noticed on your webpage that you are uploading a bump map every frame? For a lot of our water effects we usually scroll two copies of the same bump map in different directions, sum and average...
what are you using for your near and far clip planes?
The normals in the normal map are in tangent space (or texture space if you prefer). You must rotate your light vector into tangent space before doing the dot product. Search this forum for...
I haven't read the Frazier paper but one way to do it is as follows:
l = vector from light to vertex
a = constant attenuation term (how far from light source must you be to get full attenuation)...
You may find this paper useful in solving your problem:
Physically Based Modeling: Principles and Practice (Online Siggraph '97 Course notes): ...
You could render to an off screen buffer (pbuffer) and then bind this buffer as a texture. Here's a white paper describing this technique:
...
as a point of interest, this code path (glReadPixels) is accelerated on Radeon cards. It runs quite fast on Win2k and WinXP and acceleration will be in Win9x drivers Real Soon Now.
You can find a lot of information here (sample apps and white papers describing shaders): www.ati.com/developer
More specifically, there is an OpenGL sample app using vertex & fragment shaders...
doh! http://www.opengl.org/discussion_boards/ubb/smile.gif i was thinking about d3d!