:Title: | |
DisplacementMap | |
:ShortDescription: | |
This training course demonstrates displacement mapping using a texture read from the vertex shader. | |
:FullDescription: | |
This training course demonstrates displacement mapping using a texture read from the vertex shader. A tesselated grid of vertices is displaced by differing amounts as dictated by the value read from the texture. | |
Displacement mapping is an alternative to bump mapping, normal mapping, and parallax mapping, that causes the actual geometric position of points over a textured surface to be displaced, often along the local surface normal, according to the value the texture function evaluates to at each point on the surface. It gives surfaces a great sense of depth and detail, permitting self-occlusion, self-shadowing and silhouettes. | |
Additional geometry is requried in order for the effect to be achieved and thus performance will be affected. | |
Controls: | |
- Esc - Close the application |