Parallax occlusion mapping: Difference between revisions

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Added "CryEngine 2" as game engine using the technology, and added references to both CryEngine 2 & 3.
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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>, [[CryEngine 2]]<ref>http://www.cryengine2.com/index.php?pnr=1&conid=2</ref> and [[CryEngine 3]].<ref>http://uniginemycryengine.com/products/unigine/index.php?conid=2</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 ==