Relief mapping (computer graphics): Difference between revisions

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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 The_Elder_Scrolls_IVElder Scrolls IV:_Oblivion Oblivion| Oblivion]]'', and '' [[Unreal Unreal_3 3| Unreal Tournament 3 ]] '' have a similar feature called [[Parallax_mapping | Parallax mapping]].
 
Recently Pamplona et al.<ref>Pamplona, Vitor; Oliveira, Manuel M.; Nedel, Luciana P.. ''Animating Relief Impostors Using Radial Basis Functions Textures.'' In: Scott Jacobs (ed.) Game Programming Gems 7. Charles River Media, Inc., Hingham, Massachusetts, 2008, (ISBN-13: 978-1-58450-527-3). pp. 401-412. (See the video: http://www.vimeo.com/1776230)</ref> published a new technique which animates relief impostors, billboards with normal mapping, displacement maps, or any other texture-based resolution-independent representation. The animation is encoded using an RBF representation, which is saved into a texture. At runtime, the RBF texture is used to warp the relief texture on the GPU producing the desired animation. The proposed technique preserves the relief-impostor properties, allowing the viewer to observe changes in occlusion and parallax during the animation. It can be used produce real-time realistic animations of live and moving objects undergoing repetitive motions.
 
==See also==