Relief mapping (computer graphics): Difference between revisions

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adding citation (moved from EL) and simplifying first paragraph
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Take out paragraph describing where this ''isn't'' used; move another sentence up to first paragraph and convert EL to citation to support it
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{{Cleanup-jargon|date=June 2007}}
In [[computer graphics]], '''relief mapping''' is an [[texture mapping]] technique used to render the surface details of three dimensional objects highly accurately and efficiently.<ref>{{cite journal|coauthors=Policarpo, F., Olivieira, M. M., Comba, J. L. D.|journal=Proceedings of the 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 can produce accurate depictions of [[Hidden surface determination|self-occlusion]], [[self-shadowing]], and parallax.<ref>{{cite journal|coauthors=Policarpo, F., Olveira, M. M.|title='Relief Mapping of Non-Height-Field Surface Details|journal=Proceedings of the 2006 symposium on Interactive 3D graphics and games|year=2006|accessdate=18 February 2011}}</ref> It is as form of short-distance [[Ray tracing (graphics)|raytrace]] done on a [[pixel shader]].{{cn}}
 
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]].
 
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 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.
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==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_RTM_multilayer_I3D2006.pdf ''Relief Mapping of Non-Height-Field Surface Details'']
 
[[Category:3D computer graphics]]