.: .____________________________. :. ._| |_. ___ | __ | ________ _/ //__|__ ____ _ _/ //_______ _____ _|_ / / _) _ /_\\_ /___ _/ /_\\_ \_ _/ / \ \ / _/ / \ / / / \ _/ _ /_________\ \ \____\_____\ _ /___\_____\ _ \/-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]