Relief mapping (computer graphics): Difference between revisions

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Take out paragraph describing where this ''isn't'' used; move another sentence up to first paragraph and convert EL to citation to support it
 
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{{Short description|Texture mapping technique}}
{{Cleanup-jargon|date=June 2007}}
In [[computer graphics]], '''relief mapping''' is ana [[texture mapping]] technique first introduced in 2000<ref>{{cite book|author=Oliveira, Manuel M. and Bishop, Gary and McAllister, David|title=Proceedings of the 27th annual conference on Computer graphics and interactive techniques - SIGGRAPH '00 |chapter=Relief texture mapping |year=2000|pages=359–368|doi=10.1145/344779.344947 |isbn=1581132085 |s2cid=598957 |chapter-url=https://doi.org/10.1145/344779.344947}}</ref> used to render the surface details of three -dimensional objects accurately and efficiently.<ref>{{cite journalbook|coauthorsauthor=Policarpo, F., OlivieiraOliveira, M. M., Comba, J. L. D.|journaltitle=Proceedings of the 2005 Symposiumsymposium on Interactive 3D Graphicsgraphics and Gamesgames |chapter=Real-time relief mapping on arbitrary polygonal surfaces |year=2005|pages=155-162155–162|doi=10.1145/1053427.1053453 |isbn=1595930132 |s2cid=3445302 |chapter-url=http://www.inf.ufrgs.br/~comba/papers/2005/rtrm-i3d05.pdf}}</ref> It can produce accurate depictions of [[Hidden surface determination|self-occlusion]], [[self-shadowing]], and parallax.<ref>{{cite journalbook|coauthorsauthor=Policarpo, F., OlveiraOliveira, M. M.|title='Relief Mapping of Non-Height-Field Surface Details|journal=Proceedings of the 2006 symposium on Interactive 3D graphics and games - SI3D '06 |chapter=Relief mapping of non-height-field surface details |year=2006|page=55 |doi=10.1145/1111411.1111422 |isbn=159593295X |s2cid=11331719 |chapter-url=http://www.inf.ufrgs.br/~oliveira/pubs_files/Policarpo_Oliveira_RTM_multilayer_I3D2006.pdf|accessdate=18 February 2011}}</ref> It is asa form of short-distance [[Ray tracing (graphics)|raytraceray tracing]] done onin a [[pixel shader]].{{cncitation needed|date=February 2011}} Relief mapping is highly comparable in both function and approach to another displacement texture mapping technique, [[Parallax occlusion mapping]], considering that they both rely on ray tracing, though the two are not to be confused with each other, as parallax occlusion mapping uses reverse heightmap tracing.
 
Recently Pamplona et al.<ref>Pamplona, Vitor; Oliveira, Manuel M.; Nedel, Luciana P.. ''Animating Relief Impostors Using Radial Basis Functions Textures.'' In: Scott Jacobs (ed.) Game Programming Gems 7. Charles River Media, Inc., Hingham, Massachusetts, 2008, (ISBN 978-1-58450-527-3). pp. 401-412. (See the video: http://www.vimeo.com/1776230)</ref> published a new technique which animates relief impostors, billboards with normal mapping, displacement maps, or any other texture-based resolution-independent representation. The animation is encoded using an RBF representation, which is saved into a texture. At runtime, the RBF texture is used to warp the relief texture on the GPU producing the desired animation. The proposed technique preserves the relief-impostor properties, allowing the viewer to observe changes in occlusion and parallax during the animation. It can be used produce real-time realistic animations of live and moving objects undergoing repetitive motions.
 
==See also==
{{Portal|Computer graphics}}
 
* [[Shaded relief]], a cartographic technique that portrays terrain by using simulated shadows
* [[Bump mapping]]
* [[Normal mapping]]
* [[Parallax mapping]]
 
==References==
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==External links==
* [http://www.inf.ufrgs.br/~oliveira/RTM.html Manuel's Relief texture mapping]
 
{{Texture mapping techniques}}
 
[[Category:3D computer graphics]]
[[itCategory:ReliefTexture mapping]]
 
{{Compu-graphics-stub}}
 
{{Compu-graphics-stub}}
[[it:Relief mapping]]