Parallax occlusion mapping: Difference between revisions

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'''Parallax occlusion mapping''' (POM) is an enhancement of the [[parallax mapping]] technique. Parallax occlusion mapping is used to [[Procedural generation|procedurally]] create 3D definition in textured surfaces, using a [[displacement map]] (similar to a topography map) instead of through the generation of new geometry.<ref name="Original Document">Brawley,{{Cite Z.,book and|last=Engel Tatarchuk,|first=Wolfgang NF. 2005. Parallax Occlusion Mapping|url=https: Self-Shadowing, Perspective-Correct Bump Mapping Using Reverse Height Map Tracing//books.google.com/books?id=DgMSb_10l7IC&pg=PA135&dq=parallax+occlusion In |title=ShaderX3: Advanced Rendering with DirectX and OpenGL, Engel, W., Ed.,|date=2005 |publisher=Charles River Media, pp. 135|isbn=978-154.1-58450-357-6 https://books.google.com/books?id|language=DgMSb_10l7IC&pg=PA135&dq=parallax+occlusionen}}</ref> This allows developers of [[3D computer graphics|3D]] rendering applications to add 3D complexity in [[Texture mapping|textures]], which correctly change relative to [[Perspective (visual)|perspective]] and with self [[Hidden surface determination|occlusion]] in [[Real-time computer graphics|real time]] ([[self-shadowing]] is additionally possible), without sacrificing the [[Graphics processing unit|processor]] cycles required to create the same effect with geometry calculations.<ref>Dynamic Parallax Occlusion Mapping with Approximate Soft Shadows - Tatarchuk
{{cite web |url=http://ati.amd.com/developer/techreports/2006/I3D2006/Tatarchuk-POM-SI3D06.pdf |title=Archived copy |accessdate=2008-11-29 |url-status=dead |archiveurl=https://web.archive.org/web/20080908094405/http://ati.amd.com/developer/techreports/2006/I3D2006/Tatarchuk-POM-SI3D06.pdf |archivedate=2008-09-08 }}</ref>