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 Vertex Displacement Mapping using GLSL By Jerome Guinot aka 'JeGX' - jegx [at] ozone3d (dot) net Initial draft: March 26, 2006 Update: November 5, 2006 Update: November 22, 2006 [ Index ]»Next Page2 - Principle of DisplacementThe basic element for the deformation is the vector queried from the displacement map. This vector usually holds either a RGBA-color or a scalar color (gray level height map). We will use this vector and more precisely the sum of its components as a factor to change the vertex position. One of the common methods is to move the vertex position along its normal proportionately to the previous factor.Fig. 3 - Displacement principleThe schema of the figure 3 can be summed up by the following relation: P1 = P0 + (N * df * uf) where P0 is the original position of the vertex, P1 the vertex position after displacement, N the vertex normal vector, df the normalized displacement factor (i.e [0.0; 1.0]) and uf an user scaling factor. df can be get with the following relation which converts a RGB value to a grey value: df = 0.30*dv.x + 0.59*dv.y + 0.11*dv.z where dv is the vector fetched from the displacement map for the current processed vertex. Now that the theory is okay, let's go to the practice... [ Index ]»Next Page

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