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Relief texture mapping supports the representation of [[3D computer graphics|3D]] surface detail, producing self-[[occlusion]], [[self-shadowing]], view-motion parallax, and [[silhouette]]s. This technique produces correct views of 3D surfaces and scenes by augmenting textures with per [[Texel (graphics)|texel]] depth.
It is not yet common in [[video games]], as it is a rather slow technique due to the need for a large amount of per-pixel processing. ''[[Crysis]]'', ''[[ The_Elder_Scrolls_IV:_Oblivion | Oblivion]]'', and ''[[ Unreal_3 | Unreal Tournament 3 ]] have a similar feature called [[Parallax_mapping | Parallax mapping]].
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