Couldn’t you just just do the geometry for the triangles with normals perpendicular the view screen to save computation time?
dtorresr
It's surprising how good of a job normal mapping can do when "faking" how bumpy a surface is. For some games, you really can't tell how simplified a surface is until you get superrr close.
keenan
@kallico Nice idea, yes, you could try to use displacement mapping only near the silhouette, and bump mapping everywhere else. There are however some significant challenges, like:
to really benefit from this you'd have to adaptively tessellate the surface, which also takes work,
you'd have to be careful not to introduce ugly "seams" where the displaced and bump mapped regions meet, and
you'd still miss some important effects in the bump mapped region, like parallax and occlusion
Couldn’t you just just do the geometry for the triangles with normals perpendicular the view screen to save computation time?
It's surprising how good of a job normal mapping can do when "faking" how bumpy a surface is. For some games, you really can't tell how simplified a surface is until you get superrr close.
@kallico Nice idea, yes, you could try to use displacement mapping only near the silhouette, and bump mapping everywhere else. There are however some significant challenges, like: