New Images at TeXfoundry gallery

General discussion about Celestia that doesn't fit into other forums.
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t00fri
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New Images at TeXfoundry gallery

Post #1by t00fri » 17.09.2002, 21:31

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
Last edited by t00fri on 17.09.2002, 22:53, edited 1 time in total.

WOW

Post #2by WOW » 17.09.2002, 22:11

WOW!!

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t00fri
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Post #3by t00fri » 17.09.2002, 22:37

WOW wrote:WOW!!


Yes, it is going to be fun, once the hires bumpfiles work with dds format;-)

I have added one more bump-image:

Note the striking difference of the same view of "Los Andes" at sunset and at sunrise...

Bye Fridger

Rassilon
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Post #4by Rassilon » 18.09.2002, 01:09

Beautiful work!
I'm trying to teach the cavemen how to play scrabble, its uphill work. The only word they know is Uhh and they dont know how to spell it!

Guest

Download texture

Post #5by Guest » 18.09.2002, 07:37

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

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Download texture

Post #6by t00fri » 18.09.2002, 07:43

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

Axel

Download texture

Post #7by Axel » 18.09.2002, 13:03

Hi,

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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Post #8by Darkmiss » 18.09.2002, 19:54

you can almost see my House, in one of those pictures :lol:
CPU- Intel Pentium Core 2 Quad ,2.40GHz
RAM- 2Gb 1066MHz DDR2
Motherboard- Gigabyte P35 DQ6
Video Card- Nvidia GeForce 8800 GTS + 640Mb
Hard Drives- 2 SATA Raptor 10000rpm 150GB
OS- Windows Vista Home Premium 32

Mikeydude750
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Post #9by Mikeydude750 » 18.09.2002, 20:12

Now, all we need after that stuff works on Celestia is Displacement mapping, nebulae, and a few other things.

ctx1769
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Post #10by ctx1769 » 18.09.2002, 23:28

:D those are excellent pictures

stonedyak
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Post #11by stonedyak » 20.09.2002, 18:04

what exactly is dynamic bump mapping (as opposed to 'normal' bump mapping?)

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Post #12by t00fri » 20.09.2002, 18:22

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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Post #13by abiogenesis » 20.09.2002, 18:26

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.

- a b i o g e n e s i s -


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