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3
votes
1answer
44 views

Calculating normals after displacement mapping

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 ...
2
votes
1answer
65 views

Tessellation cracks

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, ...
6
votes
4answers
432 views

What's the difference between displacement mapping and height mapping?

What's the difference between displacement mapping and height mapping and what is the connection to adaptive tessellation?
1
vote
1answer
133 views

Map displacement transformation to texture space?

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 ...
3
votes
1answer
265 views

rendering rolling hills

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 ...