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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 ]

Introduction | Page 2 | Page 3 | Page 4 | Conclusion



5 - Conclusion

Vertex Displacement Mapping can be used to create cool effects and allows to exploit the power of vertex processors that is often forgotten for the benefit of the pixel processors. However, we have to take into account a certain number of constraints like the hardware capabilities to achieve vertex texture fetching (ATI/Radeon GPUs do not support vertex displacement mapping), the problem of normals that become wrong, and even the impossibility to use some algorithms (or parts of your 3D engine) like shadow-volumes because these algorithms act on the vertices stored in the system memory and not on those stored in the GPU graphics memory...

With these constraints kept in mind, vertex displacement mapping allows to realize, for instance, extremely realistic water rendering simulations (see the link in the further resources section) or even interactive vertex displacement as shown below in the example: the vertex displacement is controled by an AVI video (the video comes from one of the K-Meleon web browser directories).



Fig. 6 - DEMO_displacement_mapping_video.xml


6 - Further Resources


7 - Downloads



Download the accompanying project for Demoniak3D
Update: March 26, 2006

*** These source codes require Demoniak3D to work properly.
Demoniak3D is available here: [:: Demoniak3D Demo-System ::].





[ Index ]

Introduction | Page 2 | Page 3 | Page 4 | Conclusion





GeeXLab demos


GLSL - Mesh exploder


PhysX 3 cloth demo


Normal visualizer with GS


Compute Shaders test on Radeon


Raymarching in GLSL



Misc
>Texture DataPack #1
>Asus Silent Knight CPU Cooler
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