Relief mapping (computer graphics): Difference between revisions

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{{Short description|Texture mapping technique}}
In [[computer graphics]], '''relief mapping''' is a [[texture mapping]] technique first introduced in 2000<ref>{{cite journal|title='Relief Texture Mapping'|author=Oliveira, Manuel M. and Bishop, Gary and McAllister, David|journal=Proceedings of the 27th Annual Conference on Computer Graphics and Interactive Techniques|year=2000|pages=359–368|doi=10.1145/344779.344947 |isbn=1581132085 |s2cid=598957 |url=https://doi.org/10.1145/344779.344947}}</ref> 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'|author=Policarpo, F., Oliveira, M. M., Comba, J. L. D.|journal=Proceedings of the 2005 Symposium on Interactive 3D Graphics and Games|year=2005|pages=155–162|doi=10.1145/1053427.1053453 |isbn=1595930132 |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|author=Policarpo, F., Oliveira, M. M.|title='Relief Mapping of Non-Height-Field Surface Details|journal=Proceedings of the 2006 symposiumSymposium on Interactive 3D graphicsGraphics and gamesGames|year=2006|page=55 |doi=10.1145/1111411.1111422 |isbn=159593295X |s2cid=11331719 |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==