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Thread: Normal map from shaded texture...

  1. #1
    Junior Member Newbie
    Join Date
    Aug 2002
    Posts
    5

    Normal map from shaded texture...

    It's easy to get a shaded image from a decal and a normal map. But doing the inverse work would be very useful for creating decals and normal maps from photos for example. Do such tools already exist? What method should be used to make this tool?

  2. #2
    Super Moderator OpenGL Guru
    Join Date
    Feb 2000
    Location
    Montreal, Canada
    Posts
    4,421

    Re: Normal map from shaded texture...

    Something like that would involve lots of photos with different lighting, and some analysis. You would obviously need some equipment and a software for this.

    I'm reminded of PTM here. http://www.hpl.hp.com/ptm/

    V-man
    ------------------------------
    Sig: http://glhlib.sourceforge.net
    an open source GLU replacement library. Much more modern than GLU.
    float matrix[16], inverse_matrix[16];
    glhLoadIdentityf2(matrix);
    glhTranslatef2(matrix, 0.0, 0.0, 5.0);
    glhRotateAboutXf2(matrix, angleInRadians);
    glhScalef2(matrix, 1.0, 1.0, -1.0);
    glhQuickInvertMatrixf2(matrix, inverse_matrix);
    glUniformMatrix4fv(uniformLocation1, 1, FALSE, matrix);
    glUniformMatrix4fv(uniformLocation2, 1, FALSE, inverse_matrix);

  3. #3
    Member Regular Contributor
    Join Date
    May 2001
    Posts
    255

    Re: Normal map from shaded texture...

    http://www.flipcode.com/cgi-bin/msg....rum=iotd&id=-1

    As featured in the ATI biased book - ShaderX (http://www.shaderx.com)

    The chap generates a normal map as part of his processes. Limited but good enough for his app.

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