parallax-mapping | Parallax mapping demonstration , comparison | 3D Printing library
kandi X-RAY | parallax-mapping Summary
kandi X-RAY | parallax-mapping Summary
This program is a demonstration of parallax mapping. Parallax mapping is a rendering technique giving the illusion of complex geometry at an acceptable cost. Visually, the result is better than plain normal mapping but not as good as actual displacement mapping.
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QUESTION
I am following along with the LearnOpenGL guide and am trying to implement Steep Parallax Mapping.
Everything seems to be working fine except my brick wall seems to have distinct visible layers whereas the photos in the guide don't show any layers. I was trying to use this code to parallax the topography of the world but these weird layers seem to show up there too so I was hoping to find a fix for this.
[1
Here is my modified vertex shader
...ANSWER
Answered 2019-Dec-15 at 09:52The layers at acute gazing angles are a common effect at parallax mapping. To improve the result you've to increment the number of samples or implement Parallax Occlusion Mapping (as described in the bottom part of the tutorial):
QUESTION
I've implemented Parallax Occlusion Mapping through LearnOpengl, and now I want to add self-shadows so that the fragment extrusions throw shadows on the surface. I've read a few papers on the topic, but I admit it's a bit advanced for me. From what I understand, it's the same process as parallax occlusion mapping, but from the light's direction instead of the view direction. I tried modifying the fragment shader, but the shadows still don't show up.
This is how I want it to look like. http://www.cs.utah.edu/~sujin/courses/reports/cs6610/project-report/images/pom.png
This is the result of the modified fragment shader. Nothing changed from when it was just the parallax occlusion map.
Here's the modified fragment shader. I've marked that parts I added to the original parallax tutorial code.
...ANSWER
Answered 2019-Mar-10 at 20:30First of all the direction of the light source to the fragment in texture space is:
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