Content deleted Content added
No edit summary |
Rescuing 1 sources and tagging 0 as dead.) #IABot (v2.0.9.5 |
||
(21 intermediate revisions by 17 users not shown) | |||
Line 1:
{{Short description|Texture mapping technique}}
<!-- Deleted image removed: [[Image:ParallaxMapping.jpg|thumb|300px|right|Image:ParallaxMapping.jpg| Example of parallax mapping. The walls are [[Texture (visual arts)|texture]]d with parallax maps. Parallax mapping is usually defined in a .glsl file. Here’s Screenshot taken from one of the base examples of the [[open source]] [[Irrlicht Engine|Irrlicht 3d engine]].]] -->
'''Parallax mapping''' (also called '''offset mapping''' or '''virtual displacement mapping''') is an enhancement of the [[bump mapping]] or [[normal mapping]] techniques applied to textures in 3D [[rendering (computer graphics)|rendering]] applications such as [[video game]]s. To the end user, this means that [[texture mapping|textures]] such as [[stone wall]]s will have more apparent depth and thus greater realism with less of an influence on the performance of the simulation. Parallax mapping was introduced by Tomomichi Kaneko et al., in 2001.<ref name="Kaneko">Kaneko, T., et al., 2001. [https://www.researchgate.net/profile/Susumu_Tachi/publication/228583097_Detailed_shape_representation_with_parallax_mapping/links/02e7e518259abdc882000000.pdf Detailed Shape Representation with Parallax Mapping]. In Proceedings of ICAT 2001, pp. 205-208.</ref>▼
[[File:Parallax mapping.ogv|thumb|Parallax mapping with shadows]]
▲'''Parallax mapping''' (also called '''offset mapping''' or '''virtual displacement mapping''') is an enhancement of the [[bump mapping]] or [[normal mapping]] techniques applied to [[Texture mapping|textures]] in 3D [[rendering (computer graphics)|rendering]] applications such as [[video game]]s. To the end user, this means that [[texture mapping|textures]] such as
Parallax mapping is essentially a method by which rough or uneven surfaces on a 2D texture can be "pulled out" to take on the appearance of a 3D surface. Technically, this is implemented by displacing the
Parallax mapping, as described by Kaneko et al., is a single step process that does not account for [[Occlusion culling|occlusion]].
==Steep parallax mapping==
'''Steep parallax mapping''' is one name for the class of algorithms that trace rays against
'''Interval mapping''' improves on the usual binary search done in relief mapping by creating a line between known inside and outside points and choosing the next sample point by intersecting this line with a ray, rather than using the midpoint as in a traditional binary search.
==See also==
* [[Parallax scrolling]]
==References==
Line 19 ⟶ 20:
==External links==
* Comparison from the [[Irrlicht Engine]]: [http://www.irrlicht3d.org/images/parallaxmapping.jpg With Parallax mapping] vs. [http://www.irrlicht3d.org/images/noparallaxmapping.jpg Without Parallax mapping]
* [http://www.gamedev.net/community/forums/topic.asp?topic_id=387447 Parallax mapping implementation in DirectX, forum topic]
* [http://cowboyprogramming.com/2007/01/05/parallax-mapped-bullet-holes/comment-page-1/ Parallax Mapped Bullet Holes] - Details the algorithm used for F.E.A.R. style bullet holes.
{{Texture mapping techniques}}
[[Category:Texture mapping]]
|