Relief mapping (computer graphics): Difference between revisions

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{{Short description|Texture mapping technique}}
In [[computer graphics]], '''relief mapping''' is an [[texture mapping]] technique used to render the surface details of three dimensional objects accurately and efficiently.<ref>{{cite journal|title='Real-time relief mapping on arbitrary polygonal surfaces'|coauthors=Policarpo, F., Olivieira, M. M., Comba, J. L. D.|journal=Proceedings of the 2005 Symposium on Interactive 3D Graphics and Games|year=2005|pages=155-162|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 journal|coauthors=Policarpo, F., Olveira, M. M.|title='Relief Mapping of Non-Height-Field Surface Details|journal=Proceedings of the 2006 symposium on Interactive 3D graphics and games|year=2006|accessdate=18 February 2011}}</ref> It is as form of short-distance [[Ray tracing (graphics)|raytrace]] done on a [[pixel shader]].{{cn}}
In [[computer graphics]], '''relief mapping''' is a [[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 book|author=Policarpo, F., Oliveira, M. M., Comba, J. L. D.|title=Proceedings of the 2005 symposium on Interactive 3D graphics and games |chapter=Real-time relief mapping on arbitrary polygonal surfaces |year=2005|pages=155–162|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 book|author=Policarpo, F., Oliveira, M. M.|title=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 a form of short-distance [[Ray tracing (graphics)|ray tracing]] done in a [[pixel shader]].{{citation 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.
 
==See also==
{{Portal|Computer graphics}}
 
* [[Shaded relief]]
* [[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]]