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Sculpted prim in second life have no link to displacement mapping as far as I know |
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'''Displacement mapping''' is an alternative computer graphics technique in contrast to [[bump mapping|bump]], [[normal mapping|normal]], and [[Parallax mapping|parallax]] [[Texture mapping|mapping]], using a [[Image texture
For years, displacement mapping was a peculiarity of high-end rendering systems like [[PhotoRealistic RenderMan]], while realtime [[Application programming interface|APIs]], like [[OpenGL]] and [[DirectX]], were only starting to use this feature. One of the reasons for this is that the original implementation of displacement mapping required an adaptive [[Tessellation (computer graphics)|tessellation]] of the surface in order to obtain enough [[micropolygon]]s whose size matched the size of a pixel on the screen.{{citation needed|date=March 2020}}
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*[https://garagefarm.net/blog/how-displacement-maps-work-and-how-to-optimize-them-in-v-ray-part-1/ Vray Displacement Mapping]
* [http://www.inf.ufrgs.br/%7Eoliveira/RTM.html Relief Texture Mapping] website
* {{usurped|1=[https://web.archive.org/web/20150419215321/http://sunandblackcat.com/tipFullView.php?l=eng&topicid=28 Parallax Occlusion Mapping in GLSL on sunandblackcat.com]}}
* [http://www.inf.ufrgs.br/%7Eoliveira/pubs_files/Policarpo_Oliveira_Comba_RTRM_I3D_2005.pdf ''Real-Time Relief Mapping on Arbitrary Polygonal Surfaces''] paper
* [http://www.inf.ufrgs.br/%7Eoliveira/pubs_files/Policarpo_Oliveira_RTM_multilayer_I3D2006.pdf ''Relief Mapping of Non-Height-Field Surface Details''] paper
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