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 ...
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 ...
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, ...
What's the difference between displacement mapping and height mapping and what is the connection to adaptive tessellation?
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 ...
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 ...