Parallax occlusion mapping: Difference between revisions

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'''Parallax occlusion mapping''' is an enhancement of the [[parallax mapping]] technique. Parallax occlusion mapping is used to [[Procedural_generation|procedurally]] create 3d3D 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, Z., and Tatarchuk, N. 2004. Parallax Occlusion Mapping: Self-Shadowing, Perspective-Correct Bump Mapping Using Reverse Height Map Tracing. In ShaderX3: Advanced Rendering with DirectX and OpenGL, Engel, W., Ed., Charles River Media, pp. 135-154. http://books.google.ca/books?id=DgMSb_10l7IC&pg=PA135&dq=parallax+occlusion</ref> This allows developers of [[3D_computer_graphics|3D]] rendering applications to add 3d3D complexity in [[Texture_mapping|textures]], which correctly change relative to [[Perspective_(visual)|perspective]] and with self [[occlusion]] in [[Real-time_computer_graphics|real time]] [self shadowing is additionally possible], without sacrificing the processor cycles required to create the same effect with geometry calculations.<ref>Dynamic Parallax Occlusion Mapping with Approximate Soft Shadows - Tatarchuk
http://ati.amd.com/developer/techreports/2006/I3D2006/Tatarchuk-POM-SI3D06.pdf</ref>