Raydium 3D Game Engine

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 Post subject: NormalMapper
PostPosted: Wed Nov 29, 2006 11:36 pm 
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I've decided to make some tests on the normal mapping shader with our new ATI's NormalMapper Linux tool, to push this shading method to its limits. And the result is pretty good !

I've found a VERY high poly model : a 3D scanned man. This mesh use someting like 780.000 vertices, and the TRI file is probably arround 75 MB long (Blender is exporting the file since 20 minutes now, and it's not finished yet ;) ).
I've reduced the model (using internal Blender reducer) to 2010 vertices (670 triangle only !). The result is ugly, as you can imagine :)

See this screenshot in blender :
Image
This the head of our man, in low poly (left) and high poly (right). The mesh on the right is only triangles ! No texture, no shading, ... (this is really a huge mesh).
The left mesh is almost impossible to recognize.

I've then generated a normal map with our NormalMapper port for Linux (http://ftp.cqfd-corp.org/NormalMapperLinux.tar.gz ... a more official package will come):
Image
The original file is 1024x1024.

Once mapped (thanks to the impressive new UV unwrapper of Blender !), here it is the result in Raydium:
Image
The left render use a basic ambient occulusion texture, and the one on the right ... an UGLY texture I made in 10 seconds with Gimp ;)

I found the results very impressive ... there's a lot of details for a such simple mesh !

I'll do more tests, using a not so reduced model (20.000 vertices seems correct to keep a good shape of the original mesh), keeping posting here.


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 Post subject:
PostPosted: Thu Nov 30, 2006 1:01 pm 
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Here's the full mesh rendered with Raydium:
Image

63 MB, 787278 vertices, 1 frame per second under raydium_modler, with basic vertex lighting ;)


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 Post subject:
PostPosted: Thu Nov 30, 2006 10:29 pm 
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Full comparison:
Image

Dunno if this picture is clear ?


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 Post subject:
PostPosted: Sat Dec 02, 2006 5:36 am 
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quite clear. Even more, part of this media should be added to the API documentation.


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 Post subject:
PostPosted: Sat Dec 02, 2006 1:11 pm 
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The best way is probably to create a tutorial, I think. I'll think about it :)


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