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I added information, that could be relevant to those looking to create .glsl shadergraph files. (That’s the end-of-file used in Interior Mapping files) Tags: Mobile edit Mobile web edit |
I added more information about .glsl files, (using the OpenGL library) And how it’s implemented in game development. (Because this page comes up when searching about fake windows in Unity/Unreal Engine/Core Tags: Mobile edit Mobile web edit |
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'''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 walls 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>
Parallax mapping is implemented by displacing the texture coordinates at a point on the rendered [[polygon]] by a function of the view angle in tangent space (the angle relative to the surface normal) and the value of the [[height map]] at that point. At steeper view-angles, the texture coordinates are displaced more, giving the illusion of depth due to [[parallax]] effects as the view changes. Most Unity shaders that use Interior Paralax Mapping, use the .glsl file type. (OpenGL)
Usually, game developers and coders use the illusion of depth in windows, because it’s extremely expensive and time consuming to manually make 3d interiors.
Parallax mapping described by Kaneko is a single step process that does not account for [[Occlusion culling|occlusion]]. Subsequent enhancements have been made to the algorithm incorporating iterative approaches to allow for occlusion and accurate silhouette rendering.<ref name="Tatarchuk">Tatarchuk, N., 2005. [http://ati.amd.com/developer/SIGGRAPH05/Tatarchuk-ParallaxOcclusionMapping-Sketch-print.pdf Practical Dynamic Parallax Occlusion Mapping] {{webarchive|url=https://web.archive.org/web/20090925062036/http://ati.amd.com/developer/SIGGRAPH05/Tatarchuk-ParallaxOcclusionMapping-Sketch-print.pdf |date=2009-09-25 }} Siggraph presentations</ref>
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