Hey Equil, I just wanted to try and shed some light on some of the questions people have regarding the technique and the issues you've raised. First of all you are correct that this will not work well on examples such as these where the base lighting on the object doesn't look good. In other words the normals on the lo-res…
Hey TSM, I believe Eric tested this on an 8800 card (which is d3d10) and though the technique will work even on d3d9 the method was intended for very recent/upcoming gpus. Someone on gamedev reported this method as being marginally faster on a fermi card over conventional normal mapping. Either way my response is the same…
Hi Dr. Jekyll, > Tim Sweeny future where raw computing power makes all hack cleverness Mind you that raw computing power is not the same as size of memory :) In fact what's going on is that the cut-off point is gradually changing in favor of burning more ALU as opposed to memory consumption and data transfers. Anyway, back…
Reading through Mikkelsen's site, he has some interesting visual examples. The difference is really apparent when you get close to the surface... Normal mapped: Derivative mapped: