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 GeeXLab
Current version: 0.45.1
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 FurMark
Current version: 1.30.0
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 GPU Caps Viewer
Current version: 1.55.0.0
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 GPU Shark
Current version: 0.26.0.0
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 Blogs
>JeGX's HackLab

 Geeks3D's Articles
>GPU Memory Speed Demystified

>How to Get your Multi-core CPU Busy at 100%

>How To Make a VGA Dummy Plug

>Night Vision Post Processing Filter

 PhysX FluidMark
Current version: 1.5.4
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 TessMark
Current version: 0.3.0
>TessMark homepage

Current version: 0.3.0

 Demoniak3D
Current Version: 1.23.0
>Demoniak3D
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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

 GeeXLab demos

GLSL - Mesh exploder

PhysX 3 cloth demo

Normal visualizer with GS