Creating hundreds of rooms with one cube… and interior mapping
Throughout the Faking depths and heights with parallax mapping section, we examined a fairly old and common technique for faking depth with a minimal amount of base geometry: parallax mapping. But in the last few years, there is another trick that shader artists have started to work on more and more, which specifically aims at creating great interior rooms in buildings very efficiently.
For example, if you have ever played the amazing 2019 Marvel’s Spider-Man PS4 video game, you might have noticed that they managed to populate the interior of their buildings in a pretty convincing way (see Figure 6.33; image from https://polycount.com/discussion/204601/interior-mapping-in-spider-man-ps4).
Figure 6.33 – The PS4 Marvel’s Spider-Man video game from 2019 (by Sony Interactive Entertainment) used interior mapping to give depth to the buildings in the city
However, as...