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This is an old revision of this page, as edited by Arnero (talk | contribs) at 22:01, 4 December 2006 (What is this hype all about. About artists creativity or speed of rendering?). The present address (URL) is a permanent link to this revision, which may differ significantly from the current revision.

What does LOD-wise mean? --Cmprince 03:56, 24 Dec 2004 (UTC)

Level Of Detail, i guess. Objects closer are supposed to be more detailed than objects far away, less visible. So this is a set of techniques used to optimize the rendering of scene by adptively removing geometry and details from objects which will not contribute significantly to the final scene render.

Removed Nintendo Reference as the Patent mentioned actually describes something closer to parallax mapping. 211.30.37.165 07:02, 21 February 2006 (UTC)[reply]

I agree. Probably the patent link should not be forgotten so i moved it in the parallax mapping page. ALoopingIcon 10:41, 22 February 2006 (UTC)[reply]


Is Shader Model 3.0 the return of the Reyes rendering? If graphic cards become able to render so much geometry, will they start to implement regular texture mapping by an emulation using flat displacing? Is there any advantage (memory-access wise) to use displacement maps over polygon-soup? Arnero 22:01, 4 December 2006 (UTC)[reply]