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Parallax mapping is implemented by displacing the texture coordinates at a point on the rendered [[polygon]] by a function of the view angle in tangent space (the angle relative to the surface normal) and the value of the [[height map]] at that point. At steeper view-angles, the texture coordinates are displaced more, giving the illusion of depth due to [[parallax]] effects as the view changes.
Parallax mapping described by Kaneko is a single step process that does not account for [[Occlusion culling|occlusion]]. Subsequent enhancements have been made to the algorithm incorporating iterative approaches to allow for occlusion and accurate silhouette rendering.<ref name="Tatarchuk">Tatarchuk, N., 2005. [http://
==Steep parallax mapping==
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