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Questions tagged [displacement-mapping]

1 vote
1 answer
426 views

I'm trying to perform a basic vertex displacement by means of a horizontal gradient: I'm using an on-the-fly created plane mesh. Most of this process is clear to me. I'm not understanding where the ...
martyglaubitz's user avatar
0 votes
0 answers
48 views

This PDF discusses bump mapping, a special case of displacement mapping. A surface is represented as a function \$\overrightarrow{O}\left(u,\,v\right):\:\Bbb R^2\mapsto\Bbb R^3\$. In bump mapping, we ...
J.G.'s user avatar
  • 151
1 vote
2 answers
2k views

I am following a Pixar course at Khan Academy and I came across a simulation of a double spring with a given timestep. I understand how it works and why it behaves the way it does, but I want to know ...
Danilo Souza Morães's user avatar
0 votes
1 answer
375 views

I am attempting to implement parallax displacement mapping into my OpenGL code but it is not working as it should. https://i.sstatic.net/oHnhm.jpg As I move around, double-lines moves around and if ...
Kenoba Bridge's user avatar
1 vote
1 answer
1k views

I am developing for Mobile VR using GoogleVRSDK and Unity. My target platform is Android. I have a shader which displaces vertices to create a reverse lens distortion. Following is my shader, <...
Ali Somay's user avatar
  • 121
0 votes
0 answers
2k views

I'm working on Unity, and I'm trying to improve my water. The water will be seen top down, and I want to apply a shader to it to make it better looking. I understand the concept of distortion shaders ...
Leo's user avatar
  • 1,585
4 votes
2 answers
6k views

Im trying to implement a per-pixel displacement shader in GLSL. I read through several papers and "tutorials" I found and ended up with trying to implement the approach NVIDIA used in their Cascade ...
Chris's user avatar
  • 141
5 votes
1 answer
2k views

I'm using C++, DX11 and tessellation. After tessellating a triangle I apply displacement mapping to the new vertices. But they still have the original triangle's normal so the lighting calculation ...
NPS's user avatar
  • 2,334
1 vote
1 answer
1k views

i'm trying to a mesh tessellate with dx11 with the tessellation factor calculated by the size of the triangle and the distance to the screen. I do the same operation on the 3 edges of the triangle, ...
Stijn Tallon's user avatar
19 votes
4 answers
37k views

What's the difference between displacement mapping and height mapping and what is the connection to adaptive tessellation?
Jinxi's user avatar
  • 405
1 vote
1 answer
191 views

I am trying to displace geometry in object space without giving the appearance of texture warping. My idea is to displace the UV lookup by a relative amount to the geometry displacement. Any ...
mightcouldb1's user avatar
3 votes
1 answer
347 views

I want to render very pretty smooth undulating hills. There are objects snuggled between these hills, so I can't really use naive bump-mapping. I am currently rendering using a very detailed mesh ...
Will's user avatar
  • 7,017