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Posted: Sat Jun 28, 2008 10:19 am
by Kencho
Plain amazing :D

Posted: Wed Aug 06, 2008 12:40 pm
by VFX Bod
Nice work.
This looks like the same technique used on Batman Begins for the virtual buildings in Gotham City:

http://digitalcontentproducer.com/mil/f ... task_0101/
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Posted: Wed Aug 06, 2008 1:11 pm
by VFX Bod
Image

Posted: Wed Aug 06, 2008 1:24 pm
by Oogst
I don't understand what they are doing exactly, but it does seem to be something different. Can someone explain this to me?

[quote]a tool called Windowbox to create scores of Manhattan skyscrapers. “It's a clever method for putting the insides of buildings back together,â€

Posted: Fri Aug 08, 2008 1:55 am
by ShadowFire
sounds like they are making a quad for each window and doing a similar effect but on a window by window basis. maybe tying in the type of rendered behind this window ect. You would get a more varied effect but it would be no where near as efficient as the method you have shown.

Posted: Fri Aug 08, 2008 6:53 am
by tuan kuranes
already have paper implementation, in dx10.1 :

http://www.humus.name/

Posted: Fri Aug 08, 2008 9:33 am
by Oogst
tuan kuranes wrote:already have paper implementation, in dx10.1 :

http://www.humus.name/
Ow, but that is very interesting! That is a very different take on my idea, interesting! I guess your algorithm is a lot faster per pixel. However, your algorithm is lineair (O(n)) in the number of windows rendered, while mine was constant time (O(1)).

I cannot run your demo, though: it misses dxgi.dll.

I am wondering to what extent your demo is pespectively correct, because a cubemap only takes into account ray direction and not ray origin.

Posted: Fri Aug 08, 2008 10:49 am
by tuan kuranes
You should comment at author site or link here in its comment section, or at beyond3D algo forum section (more traffic and nice forum anyway, full of 3D techies):

http://forum.beyond3d.com/showthread.php?t=49319

His demo needs DX10.1 which may be available only on latest ati cards.

(I'm not the author, Humus was working at ATI until this summer.)

Posted: Fri Aug 08, 2008 11:08 am
by Oogst
Ah, interesting, I posted a reply there!

Pitty that his version is DX10.1: I cannot run that on my Geforce 8600 DX10 card. Makes it much less applicable as well, because XBox 360 and Playstation 3 cannot use it.

Re: Interior Mapping

Posted: Sun Jan 29, 2012 1:40 am
by duststorm
Nice technique.
I remember seeing something similar in Deus Ex: Human Revolution, when you're walking on some fire escape ladders you can see interior maps through some windows. The map a flat texture that has both ceiling and floor. The color at the edges gets repeated if you look at it from extreme angles. Your approach looks a little better though.

Re: Interior Mapping

Posted: Sun Jan 29, 2012 4:38 am
by Rambus
That must have been on the PC version, the XBOX version used simple sphere maps.

Another reason for me to skip the console version next time : - )

Re: Interior Mapping

Posted: Sun Jan 29, 2012 7:59 pm
by duststorm
Rambus wrote:That must have been on the PC version, the XBOX version used simple sphere maps.
Then it was that what I saw :) I didn't really know what it was. I have the Xbox 360 version too.

Re: Interior Mapping

Posted: Fri Feb 12, 2016 7:03 am
by past08
Oogst wrote:Update 29th September 2007:
The newest images can be found here:
http://www.ogre3d.org/phpBB2/viewtopic. ... 311#250311




Question: is this technique indeed new?

I have come up with a nice new technique to suggest interiors in buildings: interior mapping. What the technique does, is smartly read from a ceiling-texture to show a ceiling behind windows. Here are some screenshots to show what I mean. This is a standard box, without any internal planes. It has a diffuse texture, cubemap reflections and interior mapping.

Image

Image

Wireframe:
Image

Image

Latest demo can be found further in this topic.

The technique requires one extra dependent read in the pixel shader and can be extended to also do interior walls and floors (right now the ceiling texture is just used as the floor as well). Doing walls, ceilings and floors would require four dependent texture reads, though, Architectural Companies in Dubaiso that is more expensive. I think this technique will be especially interesting for shooters in urban areas, where most choose to make the windows simply 100% reflective. This technique can suggest a lot more depth to the graphics.

Now I have never seen this technique used before, so I think I might have come up with something New, Cool and Fresh, but I do not know whether that is actually true. So I hope you folks can tell me whether this ahs been done before.

The idea comes from an effect a friend of mine, Ralph Rademakers, once noted in a game: the texture mapping was broken due to a bug and what he saw suggested interiors. He asked me whether it would be possible to do something like that on purpose and I came up with this. The math is really simple: the ray from camera to pixel is traced further in object space to ceilings on fixed heights. The height for the next ceiling is found using the floor()-function, so this allows an infinite number of ceilings at fixed distances without extra costs for the number of ceilings.

If this has not been done before, then I will experiment further with this technique, trying optimisations and further uses of this technique.
Cool technique. :)

I do think the look is a bit messy: I'm not entirely sure I would have understood what I was looking at if you hadn' told me.

Re: Interior Mapping

Posted: Sun Feb 14, 2016 10:34 am
by Oogst
That's probably mostly due to the art being programmer art. With better art and a proper context it would look a lot better. Also, this technique mostly shines in motion, as you can truly see the perspective then.