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Well, Eve Online have a lot of objects to tessellate, I bet there tons of different asteroids, it is a mmorpg with alot of ships and objects ... but CLOD is different.
You can obtain a huge visual impact just bump mapping the water and then tessellate it, not a huge task here. The main problem is tessellating planes and objects, and it´s the texture displacement caused by the tessellation, explained here : http://developer.amd.com/archive/gpu...s/default.aspx It will mess panel lines for example, but there tech to fix this. A recently AMD demo (Leo) showed Ptex and PRT Technology that is nothing but texture displacement correction by hardware, explained here : http://developer.amd.com/samples/dem...TimeDemos.aspx It was used to correct the texture of the face, shirt and the ears for example, all in real time. So there still room for hope :) |
Yes it looks promising. Unless of course Nvidia only decides to make more of those million vertice concrete barriers again like in Crysis 2, in which case it's pointless.
http://techreport.com/articles.x/21404/2 |
So nvidia physx or amd ptex ;)
Hopefully they will come to some sort of arrangement and the technology will become available to all... Yeah I know wishful thinking :) |
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I like specially his use in the flat window frames more than in concrete barriers : http://techreport.com/r.x/crysis2/wood-full-620.jpg http://techreport.com/r.x/crysis2/wood-mesh-620.jpg The use of tessellation in Crysis 2 deserve his own thread :rolleyes: |
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Ptex is not an AMD tech, actually this texture mapping system was developed by Walt Disney Studio and, if I remember well, it was demonstrated for the first time (excuse the pun) in realtime at Siggraph 2011 by NVIDIA. http://developer.nvidia.com/siggraph-2011 |
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And if the mesh is a bit animated better, I mean that it is not a huge task because you dont need rely on textures displacement correction techniques :) It could be a fast way to obtain a good detail and release it prior to the final approach, that its Tessellate + Bump-mapping + texture displacement, explained here : http://www.nvidia.com/object/tessellation.html |
Forget say ...
Yeah, Ptex is not an AMD tech, it simply rely in the hardware compute capabilities of the card to do it, mean Nvidia and AMD cappable tech, while the Nvidia tech for texture correction rely on Physx software and Cuda cores. |
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Instead what they can do, is giving nVidia GPUs just a little edge over their competitors. ATi/AMD of course has a similar program, i just can´t remember the name and it is not as agressively advertised as nVidias program. It´s just a regular day at the office. And for the water being rendered throughout the scene: Had the author of the article taken a look at the CryEditor, he might know the reason for the water popping up everywhere, where there is a coastline. CryEngine1 and 2 were focussed around the Rendering of tropic islands, instead of manually placing watermeshes everywhere, creating a waterlayer and displaying it throughout the level is much, much easier. My guess is that the CryEngine 3 still shares that code with its predecessor. |
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