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]
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