
My name is Emil Persson (known on the web as Humus) and one of the articles I'm contributing is called Volume Decals. It's a technique for rendering seamless decals properly wrapped around arbitrary geometry. This solves many of the common issues in traditional decal implementations, such as z-fighting, misalignment across geometric edges, non-trivial clipping, decals partly hanging in the air etc.
The idea is to render decals as convex volumes and use the screen position and depth buffer to generate the texture coordinates to look up in a volume decal texture. The articles covers all the dirty implementation details as well as variations and expansions of the technique. Does a "blast shadow map" sound cool? Read all about it in the article. :)
i've used this many times, generally speaking it was called a "gobo" by the tech artists who used it.
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