Aaron Clifford's Hummer Thor Sumo Jörg Reuß's Batman Johny's Canno Street Cop Riffle
More projects using xNormal
November 21, 2008. xNormal 3.16.3 permalink
Added an option to display vector displacement maps in the DX10 graphics driver ( in both object and tangent space ).

It's very interesting because:

1. It gives very good results compared with parallax/relief/cone normal mapping.

2. It's relatively fast ( you gain 100x detail with only a 4x rendering speed cost ).

3. It could be used in DX9 and OpenGL too without problems. Just requires SM3.0 or above.

4. It saves a lot of video memory ( compared with a pre-tessellated static mesh ).

5. It can be used together with animated models.

6. It gives you an idea about the upcoming DX11's techniques.
A lot of bugs were solved too ( cavity map MatchUV, Simple GPU AO tool cosine modes, fixed command line arguments, etc... ).
October 27, 2008. xNormal 3.16.2 released. permalink
Added an option to match UVs for subdivided meshes.

This can be used to render the maps faster and also easier ( you won't have to setup any cage nor to measure ray distances )... the primary rays won't need setup.
 Match UVs
The internal renderer can manage now very dense lowpoly meshes in case you want to use a subdivided model. This, combined with the new Match UVs feature, can be a very powerful tool.

Solved some problems with the height maps and now it's possible to render vector displacement maps. Also it's possible to render multiple maps in one pass.
Subdivision UVs
Added a new tool to measure the uniform ray distances in case you don't use cages and neither the new MatchUV feature. Also added ray blockers support.

The height / thickness / proximity maps are now auto-normalized, so you won't need to set the min/max distances manually never more.
Blockers Distance tool
Added support for Self-Occlusion Radiosity Normal Maps ( SSBUMP), used in directional light mapping ( in both projective rendering and also in the height map/normal map tool.

Improved a bit the ambient occlusion algorithm with occluded/unoccluded colors and added a new CosineSq distribution  to preverve better the detail for wrinkles and roughness.
Radiosity NM
Added Adobe® Photoshop® CS4 support ( including x64 filters ).

Added a new tool to generate ambient diffuse cube maps from cubic environment mapping. It also can output spherical harmonics coefficients.
Ambient diffuse SH cube map tool CS4 support
Improved the memory management for the images. Now should be possible to render bigger bitmaps without running out of RAM.

Improved the SDK's compatibility with some compilers.

Solved a lot of bugs.
DIMM
September 1, 2008. xNormal 3.16.1 has been released. permalink
I finally added RSS 2.0 feed support for the web. Hurrayy! Click on the right icon, using your web browser's RSS autodiscover or over the RSS big letters on the web's main menu.

Also added permalinks for each page's news ( the small blue and white arrows ).
RSS 2.0
Added an option to disable the tiles's updating in the preview window ( to gain some speed ). Also added a new map type ( the ray direction map ).

By popular demand, xNormal no longer uses adaptive sampling. It was hard to configure and the final quality suffered a lot.

Improved a bit the quad face support and optimized the loading times ( specially for the .OBJ importer ).

Added an option to re-topologize two meshes using tangent space normal maps to avoid seams ( "the base texture is a tangent space normal map" checkbox in the high resolution mesh list ).
Eye anti aliasing
Added a new GPGPU map renderer based on the excellent NVIDIA CUDA 2 techonology to accelerate the ray tracing mechanism ( I plan to extend it to other areas too ).

Although the renderer it's not very optimized yet, the results are very promising:

CUDA 2 2k x 2k results
CUDA 2 4k x 4k results

As you can see beats the SIMD-packet software ray tracer by a big margin. The complete charts are HERE

You can test it using these NVIDIA beta drivers with CUDA2 support ( the official ones don't support CUDA 2 yet ): Download CUDA 2.0 beta drivers


To see if your graphics card is supported by CUDA 2 you can go to this NVIDIA's CUDA-enabled GPU list web page.

Notice the CUDA 2 map renderer currently can generate normal maps only... but it will be able to render all the map types in a near future.

Also solved a lot of bugs ( including the AA pixelization inherited from the 3.15.X versions, fixed the cone map tool, etc... ).
Powered by CUDA 
June 27, 2008. New tutorial. permalink
Anton Kozlov made a good video tutorial about generating normal maps with xNormal using an object exported from ZBrush.  Anton's tutorial
June 1, 2008. xNormal 3.15.2 released. permalink
A small patch:

Added an option to the "render wireframe and ray fails" to display UV seams. This is specially good to detect tangent-space problems.

Solved some bugs ( incorrect mesh clear, a crash when you set the sampling minAA=1 / maxAA=1 crash, etc... ).
 Seam detector
May 25, 2008. xNormal 3.15.1 released. permalink
Now you can render three new map types:

- Wireframe and CW uv face map.
- Ray fails map.
- Cavity map.
 Wireframe and cavity
Added 3dsmax 2009 support.

Also added a 3dsmax SBM importer.
3dsmax 2009
Added global illumination and radiance in the realtime ray tracing graphics driver.

Also improved the rasterization precision ( which is very noticeable while rendering the ambient occlusion ).

Added a new technology to default renderer to prevent seams. I want to thank
Morten Mikkelsen for all his help with it.
Cornell box
Finally, solved some bugs. By the way, if you use the old 3.15.0 better delete it... It used a buggy normals compression that could cause small but noticeable artifacts in the tangent basis.
April 18, 2008. xNormal 3.14.6 released. permalink
Improved a bit the user interface with things like:

- Multiple selections
- Drag and drop
- Autoassign cages
- Button to clear meshes

Also made the preview window bigger.
 Drag and drop support
Solved some bugs with the NVIDIA GeForce 7 series cards with the OpenGL graphics driver. I was running out of interpolators and texture units due to the complexity of some shaders... so they were restructured to use less instructions and registers. GeForce 7
Solved problems with multiple monitors.

Now is possible to specify if you want to use Dualview / MultiMon or not.
Multiple monitors
Added a new and interesting feature to harden the vertex normals. In that way the vertex normals will be set equal to the face's normal. Somebody told me that could be useful to avoid beveling for hard-edged objects like a cube.

And, to finish, fixed several minor bugs.
Harden normals
April 13, 2008. New tutorial about ambient occlusion/cavity. permalink
Donald Phan has made an excellent tutorial about ambient occlusion and cavity maps using xNormal.

You can find more info on the tutorials section or directly HERE
 AO tutorial
April 4, 2008. xNormal 3.14.5 released. permalink
Added a gamma correction option to the DX10 graphics driver.

Corrected the DX10 tone map operator to be more sensible to the exposure.

Added some ambient cubemap probes donated by Håkan Persson based on Devebec's lighting probes.

Solved more bugs.
 Gamma correction
Match 29, 2008. xNormal 3.14.4 released. permalink
Improved the DX10 graphics driver with screen-space ambient occlusion ( SSAO ).

Here is a video showing the effect. Notice you can control the AO radius, bright and also the bias to solve self occlusion problems.

It runs very fast and it's taking 64 samples.

Currently is only available in the DX10 graphics driver, but will be ported soon to the DX9 and OpenGL drivers too. The technique can be ported very easy and could be used for dynamic scenes too.

Added a fake'n'fast  indirect-lighting feature. Added a new example, the Cornell box scene, to show the global illumination effect.
Gonnal try to improve it much more soon.

Enhaced a bit the quality of the ray tracing realtime graphics driver too. Now runs at the same speed than the previous adaptive version but at much more resolution.

Also recompiled the program to use SSE ( you'll notice a small 5-10% speed increase ).  Expect even more speed improvements in future versions.

Some bugs were corrected too.
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(c) 2006-2008. Santiago Orgaz & collaborators