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Things that fascinate me: relief mapping

June 21, 2009

I've spent a couple days reading all about relief mapping (or a very similar algorithm called steep parallax mapping). Essentially these techniques implement ray tracing inside a texture map, resulting in dramatic representations of geometry without the need to render additional polygons. Key benefits include parallax tracking, occlusion, and self-shadowing again all without rendering extra […]

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Self-shadowing, briefly

May 20, 2009

The next great hurdle in consumer graphics technology is the successful implementation of self-shadowing. In every successive generation of graphics technology, programmers have made massive steps toward approximating the rendering equation. We've moved from simple vertices and shaded polygons to advanced geometry and multi-pass shader engines. But real-time graphics remain stuck in an uncanny valley […]

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