For any bug report or feedback, please send an email to feedback [AT] ozone3d [DOT] net and add "[DEMO FEEDBACK]" to the subject.
Recommended configuration:
Operating System: Windows XP SP1 or SP2
Processor: Pentium III or AMD Athlon and up processor - 800 MHz and up.
Memory: 256M RAM and up
Graphics Controller: ATI Radeon 9700 and up (with the latest Catalyst drivers) or GeForce FX 5200 and up (with the latest Forceware drivers)
Resolution: 1280x1024 - 32 bits/pixel
Description
This demo shows how to implement with Demoniak3D
the lighting dispersion effect also known as chromatic aberration. This demo has been adapted
from the Refractive Dispersion sample provided with the
nVidia SDK.
The demo uses a GLSL shader that performs the following tasks:
light dispersion according to the indices of refraction (IoR)
light reflection. The reflection code comes from the following tutorial: Cube Environment Mapping
light refraction. The refraction code is based on the following paper: Fresnel Reflection
variation of the transparent areas using a gloss map (torus demo). The code that does the job comes from the following tutorial: Gloss Maps
The source code of the demo is located in the DEMO.xml file. This file contains the
GLSL shader that does the reflection / refrection effect (just search for 'chromaticAberrationShader').
Instructions for use:
This demo requires an OpenGL 1.5 compliant graphics controller.
Unzip the archive and launch START_DEMO_Licorne_Unicorn.bat or START_DEMO_Torus.bat. That's all!
Demos's source codes are in the next files: DEMO_Chromatic_Aberration_Licorne.xml and DEMO_Chromatic_Aberration_Torus.xml.