.: .____________________________. :.
._| |_.
___ | __ | ________
_/ //__|__ ____ _ _/ //_______ _____ _|_ / /
_) _ /_\\_ /___ _/ /_\\_ \_ _/ /
\ \ / _/ / \ / / / \ _/
_ /_________\ \ \____\_____\ _ /___\_____\ _
\/-diP--_ _______\_____/-----_ ______\____\-|----bM!-\/
_____|___ ______ __ ______ | _____
__\\_ /__\\_ \___\\_)_ __\\_ \| / //_
_) / / / / (_ / // _/
\ /______\ / / / \ \
_ /_______\_____________\________\___\_______\_______\ _
\/ - ------|--------------------------------|------ - \/
_ _|_ _|_ _
:/( - ---BREAKPOINT 2005--- - )\:
:/( - ------SEMINARS------- - )\:
"Normalmapping - problems and solutions"
There are a lots of demos in the net using normalmaps and
it should be easy to use this technology in theory. But
it is not - there are a lot of problems if you do not
take care of several things. Starting with a short
overview about normalmapping and how it works i will
discuss the differences about object and tangent space
normalmaps. The main topic will be the possible problems
with tangent space normalmaps and what can be done to fix
these or at least work around them. I will describe some
methods how to create the normalmaps and give some hlsl
shader code examples how to use them. This talk is
targeted to artists creating models with normalmaps and
for programmers developing the shader.
Clemens 'Peci' Pecinovsky / Scoopex
Peci started his demo-scene career on c64 and amiga
although he first joined the scene in 1993 on pc. He
studied computer science on the technical university
of vienna and since 2003 in the computer games industrie
as a programmer in 2003. Nowadays he is specialised in
shader programming and sized optimized programming for
4k intros.
www.scoopex.at
- - - -- -- --- -- [http://breakpoint.untergrund.net]