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In [[computer graphics]], '''relief mapping''' is an alternative [[texture mapping]] technique to [[parallax mapping]] that is much more accurate, and can support [[self-shadowing]] and [[normal mapping]]. It can be quite simply described as a short-distance [[Ray tracing (graphics)|raytrace]] done on a [[pixel shader]]; various techniques can be implemented to speed up the raytrace by taking variable step sizes.
Relief texture mapping supports the representation of [[3D computer graphics|3D]] surface detail, producing self-[[Hidden surface determination|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]].
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