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Wednesday, September 3rd 2003
Self-shadowing Bumpmaps
06:00 PM
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Tom Nuydens of Delphi3D sent along the following news:

"I posted a new demo, showing how to render self-shadowing bumpmaps using horizon mapping (a visibility technique for heightfields). The gist of the algorithm is that if the light source is beyond and below the visible horizon as seen from a point on the heightfield, the surface at that point is in shadow. The demo implements this idea using GL_ARB_fragment_program, so it requires at least a Radeon 9500 or GeForce FX."

For details and downloads, visit here.
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