   Deferred shading + SSAO + iterative parallax + DoF
  I'm writing this to share with you my last OpenGL demo, it features a classic deferred shading pipeline but includes also SSAO (implemented following this great article on GameDev), iterative parallax mapping and a simple gaussian depth of field.  You can read more about it on my blog and watch a video on Vimeo (with soundtrack) or ">YouTube.If you want to actually try it you can download the sources or an archive with a bunch of demos (including of course this one) already compiled for Windows.[Edited by - Encelo on June 2, 2010 8:44:10 PM]
  Wow, nice! I can't believe I'm never seen that iterative parallax paper before - great find![Edited by - Akitsune on June 10, 2010 9:46:48 PM];Quote:Original post by AkitsuneI can't believe I've never seen that iterative parallax paper before - great find!I didn't know it until I found a reference on the Polycount Wiki just some days ago. ;-);  Very nice work. But it looks life the FPS count is so low when you enable parallax mapping?   ;Quote:Original post by quanganhtVery nice work. But it looks life the FPS count is so low when you enable parallax mapping?It's very slow on my crappy 8600GT too...But actually SSAO is the technique which really affects the performance, try disabling it.;  Speaking as someone who tried implementing iterative parallax mapping in Doom 3 a while back, I'm not real fond of it-- what you see here is about as much of a best-case scenario for the technique as can be found in practice. Unfortunately the whole thing degenerates into total soup on surfaces with anything more than moderate depth complexity-- as a general rule of thumb, quadtree-based methods tend to work much better and still offer reasonable performance.To get an idea of what I mean, look at the little mortar 'fringes' in the lower left shot, and then imagine them everywhere, and moving around a lot/changing color as the viewpoint changes. It's nasty.No offense to the OP, of course, the artifacts are a major deficiency in the technique, IMHO, and obviously not your fault.EDIT: Fixed a small typo.   