AMD GPU MeshMapper Version 1.0
Overview
Lighting objects using information stored in auxiliary maps
such as normal or ambient occlusion maps has become a de-facto
standard for achieving high quality visuals. GPU MeshMapper
re-invents the process of generating maps (including normal,
displacement,
and ambient occlusion maps) for a low-resolution mesh based
on the details from a high-resolution mesh. The tool includes
an intuitive user interface for controlling all aspects of map
generation. The tool was designed with input from artists in
order to tailor the interface to the digital asset creation
process. A wide range of settings allows you to fine tune the
map generation for your specific models. For complex models,
generate maps for individual components and then use the MapComposer
to recombine the maps so that the final result will have a proper
scale and bias which takes full advantage of the available dynamic
range.
Artists can quickly visualize how their objects will look
with generated maps using the preview feature. If you’re using
one of the AMD’s latest ATI Radeon graphics cards, the
preview window allows you to render the low-resolution mesh
with displacement and tessellation directly in the tool. Project
and script files allow you to save your settings between uses
and easily incorporate map generation into your current art
pipeline. You can automate the generation process by using the
batch scripting mode for quick integration into your game’s
art pipeline.
Setup/Installation
- GPU MeshMapper requirements:
- Windows XP SP2 / Vista (32 bit)
- Requirements for previewing with displacement and tessellation:
- ATI Radeon HD 2000 series or later
- NOTE: Tessellation will first be supported in the March Catalyst
driver release.
Screenshots
Preview the high-res model (right) side-by-side with the low-res
model (left). Models can be rendered as points, wireframe,
and solid. Models can be colored according to the texture
coordinates,
tangent, binormal, vertex normals, base map, normal map,
displacement map, ambient occlusion map, and with phong lighting.

The low-res model rendered in wireframe with lighting according
to the normal map, with displacement and tessellation
enabled. Displacement and tessellation previewing is available
with
an HD2000 series or later card.
Use the MapComposer to easily combine multiple maps that
will be applied to a single model. Displacement maps
will be dynamically
adjusted to ensure that the final map takes full advantage
of the available dynamic range.
Download
GPU MeshMapper 1.0 installer: GPUMeshMapper.2008-02-13-v1.0.228.msi
GPU MeshMapper 1.0 documentation: GPUMeshMapper_User_Manual.pdf
Contact Us
Please send any feedback, questions or suggestions to
gputools.support@amd.com.
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