Relief mapping (computer graphics): Difference between revisions

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{{Cleanup-jargon|date=June 2007}}
In [[computer graphics]], '''relief mapping''' is an alternative [[texture mapping]] technique used to [[parallaxrender mapping]]the thatsurface isdetails muchof morethree accurate,dimensional objects highly accurately and canefficiently.<ref>{{cite supportjournal|coauthors=Policarpo, [[self-shadowing]]F., andOlivieira, [[normalM. mapping]]M., ItComba, canJ. beL. quiteD.|journal=Proceedings simplyof describedthe 2005 Symposium on Interactive 3D Graphics and Games|year=2005|pages=155-162|url=http://www.inf.ufrgs.br/~comba/papers/2005/rtrm-i3d05.pdf}}</ref> It is as aform of 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.
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==References==
{{reflist}}
 
<references />
 
==External links==
*[http://www.inf.ufrgs.br/~oliveira/RTM.html Manuel's Relief texture mapping]
**[http://www.inf.ufrgs.br/~oliveira/pubs_files/Policarpo_Oliveira_Comba_RTRM_I3D_2005.pdf ''Real-Time Relief Mapping on Arbitrary Polygonal Surfaces'']
**[http://www.inf.ufrgs.br/~oliveira/pubs_files/Policarpo_Oliveira_RTM_multilayer_I3D2006.pdf ''Relief Mapping of Non-Height-Field Surface Details'']