There are 3 new hires images at my Texfoundry Gallery,
http://www.celestiaproject.net/~t00fri/gallery.t00fri/.
First amazing results with /dynamical/ hires bumpmapping, e.g. 16k earth with 8k bumpmap jpg.
Enjoy,
Bye Fridger
New Images at TeXfoundry gallery
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Topic authort00fri
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New Images at TeXfoundry gallery
Last edited by t00fri on 17.09.2002, 22:53, edited 1 time in total.
Download texture
Frdger
Beautifill, Fridger, When will be able to download the textures . We fill rather squizzed.
BTW, Thank you again for your help in CVS, The last 125CVS works beautifully (under windows!!), I don't have time presently to dwork with Linux , some minor problems with mandrake8.2 (mandrake is the loved version of linux for french guys?!!
MB
Beautifill, Fridger, When will be able to download the textures . We fill rather squizzed.
BTW, Thank you again for your help in CVS, The last 125CVS works beautifully (under windows!!), I don't have time presently to dwork with Linux , some minor problems with mandrake8.2 (mandrake is the loved version of linux for french guys?!!
MB
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Topic authort00fri
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Download texture
Anonymous wrote:Frdger
Beautifill, Fridger, When will be able to download the textures . We fill rather squizzed.
BTW, Thank you again for your help in CVS, The last 125CVS works beautifully (under windows!!), I don't have time presently to dwork with Linux , some minor problems with mandrake8.2 (mandrake is the loved version of linux for french guys?!!
MB
Thanks. I am working hard to find a way to get those very long files into the TeXfoundry site. Note, it is not a technical problem at this point but rather serious professional constraints...
The shorter ones I plan to upload within the next days.
Bye Fridger
Download texture
Hi,
thanks for the effort you put into this.
CU, Axel
t00fri wrote:Thanks. I am working hard to find a way to get those very long files into the TeXfoundry site. Note, it is not a technical problem at this point but rather serious professional constraints...
The shorter ones I plan to upload within the next days.
Bye Fridger
thanks for the effort you put into this.
CU, Axel
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Topic authort00fri
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stonedyak wrote:what exactly is dynamic bump mapping (as opposed to 'normal' bump mapping?)
Besides the RGB texture for an object, one needs in any case another file, a level map, that typically encodes the altitudes at a given spot in form of a grayscale image. Let me call this file: bumpfile.
With this file you may perform "static" bumpmapping by using software like Gimp or Photoshop. In this case you must once for all assign the direction of light incidence and the altitude of the light source. After pushing a button, you get an "altitude"-enhanced image where the "sun" shines always from the same relative direction, independent of its actual position...Certainly a compromise.
"Dynamical" bumpmapping performs the same process as function of the actual position of the light source within the application (Celestia).
This gives e.g. completely different shadow patterns in the morning and the evening, etc...
Bye Fridger
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Static bumpmapping is just an image processing trick where shadows are added to the image where they should be based on the assumed topology of the terrain. So the shadows look the same on the texture regardless of where the light is coming from. Not realistic.
Dynamic bumpmapping, on the other hand, is an extra texture that specifies the "normals" at each pixel. This information can be used at run-time to modify the lighting characteristics of the texture. So the shadows will change as the position of the light, relative to the texture, changes. This is much more realistic and pleasing to the eye.
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Dynamic bumpmapping, on the other hand, is an extra texture that specifies the "normals" at each pixel. This information can be used at run-time to modify the lighting characteristics of the texture. So the shadows will change as the position of the light, relative to the texture, changes. This is much more realistic and pleasing to the eye.
- a b i o g e n e s i s -