Relief imposter and true imposter
I will try to implement relief imposters for my engine. The idea is to achieve full circular viewing of a model (with the restriction of having the ‘angled’ viewing at 45′degrees, i.e ‘isometric’ in the original sense when I first started getting into game dev.) by using only two of the so-called relief maps. I have not worked out the details yet but it seems likely this ought to work. The end result of all this is –hopefully– lots of relatively ‘advanced’ and ’sexy’ looking models with moderate amount of variation; all presented to you in fully chaotic and explosive on-screen action! Sigh, more hype; we will see when it all comes together. The plan is to release frequently and expand; so it is important for me to get a few key ‘oohh’ ‘ahhh’ things along with the planned ‘zombie’ factor for a demo release.
All this is very much been what I have been looking into for the past half an year or so: true imposters, crowd-rendering, etc.
I’ve yet to figure out what are the pros and cons of this and true imposters since they are related.
http://www.youtube.com/watch?v=A5vSccwly2w
http://www.youtube.com/watch?v=VsE_iNA4RPA&feature=related
http://developer.download.nvidia.com/books/gpu_gems_3/samples/gems3_ch18.pdf