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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 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">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 3D 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>
Parallax occlusion mapping was first published in 2004 by Zoe Brawley and Natalya Tatarchuk in ShaderX3.<ref name="Original Document"/> Natalya Tatarchuk conducted presentations of the technology at [[SIGGRAPH]] in 2005.<ref>http://www.siggraph.org/s2005/main.php?p=sketches&s=sketches3&f=conference</ref> It was used in [[ATI]]'s 'Toy Shop Demo' to showcase the [[Radeon X1800]]'s Ultra-Threaded SM 3.0 technology.<ref>http://www.trustedreviews.com/graphics/review/2005/10/05/ATI-Radeon-X1800-Preview/p2</ref> It is used in video games and rendering engines such as [[Unigine]].<ref>http://unigine.com/products/unigine/</ref> It has also been used to create [[Stereoscopy|stereoscopic]] images from single images.<ref>http://www.scalari.net/2008/04/22/generating-stereoscopic-images-with-parallax-occlusion-mapping/</ref>
== External links ==
* [http://www.gamedev.net/columns/hardcore/pom/ gamedev.net page on implementation of POM]
* [http://ati.amd.com/developer/gdc/2007/Dachsbacher-Tatarchuk-Prism_Parallax_Occlusion_Mapping_with_Accurate_Silhouette_Generation(SI3D07).pdf Dachsbacher, C., Tatarchuk, N. Prism Parallax Occlusion Mapping with Accurate Silhouette Generation as a .pdf]
*[http://ati.amd.com/developer/gdc/2007/Dachsbarcher-Tatarchuk-PrismPOM-I3D07-Video.mov Dachsbacher, C., Tatarchuk, N. Prism Parallax Occlusion Mapping with Accurate Silhouette Generation as a .mov]
==References==
<references/>
[[Category:3D computer graphics]]
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