How Bump Mapping Works
The Chef writes: "Tweak3D has a pretty good article explaining how bump mapping works with 3D accelerated video cards. They cover all the basics of bump mapping and the advantages and disadvantages of several methods. Now if someone asks me how per-pixel shading or environment mapped bump mapping works, I'll have an answer (but I'm not sure if that's a good thing)." With the introduction of the new graphics cards, this is some interesting reading.
Real "hard" core gamers turn off every special effect and level of detail to maximize frame rate, no matter how powerful the machine. All things being equal, the person with the higher frame rate (and ping) wins. I'm guessing that if the renderer actually allowed simple wire frames with basic z buffering, "hard" core gamers would set it that way.
for all the hard core gamers out there... does this sort of technology really help make better games?
On one hand I really am impressed with the impressive graphics that are apparent in the majority of today's games, and perhaps this will allow game designers to think less about the technology (even "bad" code can hit 60fps with a smoking graphics card) and work on the game...
On the other hand, I think that technology shouldn't be the focus of a good game (aka who cares if the orange is triple pass bump mapped at 140 fps if the game isn't fun to play) while games like diablo (640x480 resolution) still get dusted off and played.... any thoughts?
(define the-question (or (* 2 b) (not (* 2 b))))
Don't lie Jouni - I've seen your picture in the credits for INSIDE :) And that used SurRender the mighty 3d engine too yes.
While this kind of dynamic methods are certainly more expensive to perform at run-time than pre-calculated visible sets, they are not mutually exclusive with those. You can still use portals and cell based visibility as well as static PVS if desired, but what's important that we're finally reaching a point where you don't need to
Cool - I look forward to seeing some new games with the new component.
--- Hot Shot City is particularly good.
If voting were effective, it would be illegal by now.
I was in a hurry and my machine fell over as I was about to post this interesting link from the nVIDIA site. Lots to learn about therein. Sorry if I posted twice, give me a break.
I know many graphics coders who are depressed because all of their hard-won knowledge coding polygon fillers, environment map effects and realistic shading engines in software seem completely superceded by advances in hardware. They shouldn't be. There's still tons left to research and better algorithms to be found - even more so now that more powerful graphics cards are becoming cheaper.
There's zillions of good Web references on the subject - here is a place to start.
--- Hot Shot City is particularly good.
try readin :
.oO0Oo.
"Computer Graphics : Principles and Practice"
Foley, van Dam, feiner, Hughes
Mine is second edition 1993
everything from lines to fractal hairs
inc. anti aliasing & filtering etc.
A must read for anyone more than slightly interested
There are places where the networks are not touching,and there are places where they are-Boeing's Lori Gunter
Some years back, in the days of Pyramid 3D (yes, boards existed!) the pixel pipeline of the graphics chip was already programmable in microcode and EMBM was working perfectly in hardware. Slowly, maybe, by today's standards, but visually as attractive as ever. While it's a shame the boards never made it into the public, they still managed to make a significant contribution to PC graphics technology.
Bitboys licensed the EMBM solution to Microsoft to make it a part of the Direct3D standard. Once it was a part of the standard, other vendors such as Matrox were also free to make their implementations of the method.
It's a hack, but it's a good looking hack. Long live good looking hacks! :)
Jouni
--
Jouni Mannonen : 3D Evangelist @ SurRender3D.com
Jouni Mannonen | Game Designer, Consultant
Some years back, in the days of Pyramid 3D (yes, boards existed!) the pixel pipeline of the graphics chip was already programmable in microcode and EMBM was working perfectly in hardware. Slowly, maybe, by today's standards, but visually as attractive as ever. While it's a shame the boards never made it into the public, they still managed to make a significant contribution to PC graphics technology.
So they actually made some prototypes? I remember looking at the early screenshots of the Tritech Pyramid 3D cards and wondering what the frame rate was with bump mapping, reflections and fogging on.
On the flip side, I do wonder whether they will ever get a production board out of the door. The are notorious for not producing.
Cheers,
Toby Haynes
Anything I post is strictly my own thoughts and doesn't necessarily have anything to do with the opinions of IBM.
I remember seeing Bump Mapping done in software back in 1992. I still have a video tape of the animation (each student group was allowed 450 frames on a write once video laserdisk. It was also quite interesting seeing what people could do to stretch out 450 unique frames).
I'm actually impressed that it took this long for the concept to go from software to hardware.
--
Free Software: Like love, it grows best when given away.
Since the introduction of Matrox G400 (see the fantastic shots at http://www.matrox.com/mga/feat_story/mar99/slave0_ scrshot.htm) Environment Mapped Bump Mapping has been a must.
The big issue is when OpenGL, and thus Q3A et al., will have it. Today it seems to be an M$ ballpark only; with the help of Bitboys' patent.
here
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