Hi Chris, you could be interested by the work of Kevin Boulanger http://www.kevinboulanger.net/grass.html
For a parallax sample using GLSL there are probably a lot of samples on ATI or Nvidia developper site, but maybe you'll find some interesting demo on ozone3d: http://www.ozone3d.net/demos_projects/index.php?lang=2 Pierre. Le jeudi 28 mai 2009 à 13:54 -0600, Chris 'Xenon' Hanson a écrit : > I've tried posting this a couple of times, and it disappears. It went through > yesterday as > a reply to a test post, so I'm going to try again with the proper subject. > > > I'm looking to add extra visual realism to surfaces using shaders. Grass, > gravel and > dirt are some of the obvious candidates, but there could be others. I am > hoping to use a > type of Parallax Mapping. I have a few algorithms of basic Parallax Mapping, > but they fall > apart at glancing angles close to the ground (where the user viewpoint will > frequently be). > > Tatarchuk's Parallax Occlusion Mapping: > > http://ati.amd.com/developer/SIGGRAPH05/Tatarchuk-ParallaxOcclusionMapping-Sketch-print.pdf > http://ati.amd.com/developer/gdc/Tatarchuk-ParallaxOcclusionMapping-FINAL_Print.pdf > http://ati.amd.com/developer/gdc/2006/GDC06-Tatarchuk-Parallax_Occlusion_Mapping.pdf > > Seems to solve many of the issues. > > The GDC 06 paper with the allegedly improved algorithm only talks about > HLSL and > DirectX. I'm interested in checking this algorithm out to see how it performs > (I'm > designing shaders in RenderMonkey) but I've had a hard time finding working > GLSL source > for anything newer than the original Parallax Shader from 04 and earlier. > > I don't want to write and debug an implementation from scratch just to find > out it > doesn't do the job, so I was hoping to find a working implementation > somewhere, but am not > finding one. Anyone seen one? It looks like a heck of a technique and could > really be used > to great purpose in landscapes, and well, just about anything with surface > detail. > > Anyone know where to find something like this? > > Also, I'm interested in other sources of canned shaders. I'm not trying to > do > cutting-edge research, I'm just trying to apply the best available technology > to a > visualization problem to give the best results without reinventing the wheel. > ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Pierre BOURDIN I.M.E.R.I.R. Av. Pascot BP 90443 66004 PERPIGNAN tél: 04 68 56 84 95 fax: 04 68 55 03 86 email: [email protected] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

