Relief mapping (computer graphics): Difference between revisions

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In [[computer graphics]], '''relief mapping''' is an [[texture mapping]] technique used to render the surface details of three dimensional objects accurately and efficiently.<ref>{{cite journal|title='Real-time relief mapping on arbitrary polygonal surfaces'|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|url=http://www.inf.ufrgs.br/~oliveira/pubs_files/Policarpo_Oliveira_RTM_multilayer_I3D2006.pdf|accessdate=18 February 2011}}</ref> It is as form of short-distance [[Ray tracing (graphics)|raytrace]] done on a [[pixel shader]].{{cn|date=February 2011}}
 
Esto es el futuro.
 
==See also==