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{{short description|Computer graphics technique}}
{{More citations needed|date=June 2023}}
{{multiple image
'''Displacement mapping''' is an alternative computer graphics technique in contrast to [[bump mapping]], [[normal mapping]], and [[parallax mapping]], using a ([[procedural texture|procedural]]-) [[texture mapping|texture-]] or [[heightmap|height map]] to cause an effect where the actual geometric position of points over the textured surface are ''displaced'', often along the [[Locally|local]] [[surface normal]], according to the value the texture function evaluates to at each point on the surface. It gives surfaces a great sense of depth and detail, permitting in particular self-occlusion, [[self-shadowing]] and silhouettes; on the other hand, it is the most costly of this class of techniques owing to the large amount of additional geometry.▼
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|image1=Displacement.jpg
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#Tessellations and computer models|tessellation]] of the surface in order to obtain enough [[micropolygon]]s whose size matched the size of a pixel on the screen.▼
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|caption1=Displacement mapping in mesh
|alt1=Cartesian transport
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|caption2=Displacement mapping with SVG filter effects
|alt2=Polar transport
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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
▲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
==Meaning of the term in different contexts==
Displacement mapping includes the term mapping which refers to a [[texture mapping|texture map]] being used to
Renderers using the [[Reyes rendering|REYES]] [[algorithm]], or similar approaches based on [[micropolygon]]s, have allowed displacement mapping at arbitrary high frequencies since they became available almost 20 years ago.
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Recent developments seem to indicate that some of the renderers that use sub-pixel displacement move towards supporting higher level geometry too. As the vendors of these renderers are likely to keep using the term sub-pixel displacement, this will probably lead to more obfuscation of what displacement mapping really stands for, in [[3D computer graphics]].
In reference to Microsoft's proprietary [[High Level Shader Language]], displacement mapping can be interpreted as a kind of "vertex-texture mapping" where the values of the [[texture map]] do not alter pixel colors (as is much more common), but instead change the position of vertices. Unlike bump, normal and parallax mapping, all of which can be said to "fake" the behavior of displacement mapping, in this way a genuinely ''rough'' surface can be produced from a texture. It has to be used in conjunction with adaptive [[tessellation]] techniques (that increases the number of rendered polygons according to current viewing settings) to produce highly detailed meshes.{{citation needed|date=March 2020}}
==See also==
* [[Texture mapping]]▼
* [[Heightmap]]
==Further reading==
*[
*[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/
* {{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/
* [http://www.
*''[https://web.archive.org/web/20110816214356/http://sirkan.iit.bme.hu/~szirmay/egdisfinal3.pdf State of the art of displacement mapping on the gpu]'' paper
==References==
{{reflist}}
[[Category:Texture mapping]]
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