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">{{Cite book |last=Engel |first=Wolfgang F. |url=https://books.google.com/books?id=DgMSb_10l7IC&dq=parallax+occlusion&pg=PA135 |title=ShaderX3: Advanced Rendering with DirectX and OpenGL |date=2005 |publisher=Charles River Media |isbn=978-1-58450-357-6 |language=en}}</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{{cite Parallaxweb Occlusion|url=http://ati.amd.com/developer/techreports/2006/I3D2006/Tatarchuk-POM-SI3D06.pdf Mapping|title=Unknown}}{{Dead withlink Approximate| Softdate=September Shadows2024 - Tatarchuk| fix-attempted=yes}}</ref>
{{Cleanup bare URLs|date=September 2022}}
'''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">{{Cite book |last=Engel |first=Wolfgang F. |url=https://books.google.com/books?id=DgMSb_10l7IC&dq=parallax+occlusion&pg=PA135 |title=ShaderX3: Advanced Rendering with DirectX and OpenGL |date=2005 |publisher=Charles River Media |isbn=978-1-58450-357-6 |language=en}}</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>
 
Parallax occlusion mapping was first published in 2005 by Zoe Brawley and Natalya Tatarchuk in ShaderX3.<ref name="Original Document"/> Natalya Tatarchuk conducted presentations of the technology at [[SIGGRAPH]] in 2005.<ref>{{Cite web |url=http://www.siggraph.org/s2005/main.php?p=sketches&s=sketches3&f=conference |title=Sketches &#124; Conference: SIGGRAPH 2005 |access-date=2008-11-29 |archive-date=2015-02-21 |archive-url=https://web.archive.org/web/20150221050329/http://www.siggraph.org/s2005/main.php?p=sketches&s=sketches3&f=conference |url-status=dead }}</ref> It was used in [[ATI Technologies|ATI]]'s 'Toy Shop Demo' to showcase the [[Radeon X1800]]'s Ultra-Threaded SM 3.0 technology.<ref>{{Cite web|url=http://www.trustedreviews.com/graphics/review/2005/10/05/ATI-Radeon-X1800-Preview/p2|title=Computing - Buying Advice & Guides}}</ref> It is used in video games and rendering engines such as [[Unigine]],<ref>{{Cite web|url=http://unigine.com/products/unigine/|title=SDK Editions and Pricing &#124; UNIGINE: Real-time 3D engine}}</ref> [[CryEngine 2]],<ref>{{cite web |url=http://www.cryengine2.com/index.php?pnr=1&conid=2 |title=Crytek &#124; CryENGINE2 |accessdate=2009-12-10 |url-status=dead |archiveurl=https://web.archive.org/web/20091130224928/http://www.cryengine2.com/index.php?pnr=1&conid=2 |archivedate=2009-11-30 }}</ref> and [[CryEngine 3]] and Unreal Engine 4.<ref>{{cite web |url=http://mycryengine.com/index.php?conid=2 |title=Crytek &#124; MyCryENGINE |accessdate=2009-12-10 |url-status=dead |archiveurl=https://web.archive.org/web/20091017063147/http://www.mycryengine.com/index.php?conid=2 |archivedate=2009-10-17 }}</ref> It has also been used to create [[Stereoscopy|stereoscopic]] images from single images.<ref>{{Cite web |url=http://www.scalari.net/2008/04/22/generating-stereoscopic-images-with-parallax-occlusion-mapping/ |title=ArchivedGenerating stereoscopic images with parallax occlusion mapping copy |access-date=2008-11-29 |archive-url=https://web.archive.org/web/20120219022129/http://www.scalari.net/2008/04/22/generating-stereoscopic-images-with-parallax-occlusion-mapping/ |archive-date=2012-02-19 |url-status=dead }}</ref>
 
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