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In reference to Microsoft's proprietary [[High Level Shader Language]], displacement mapping can be interpreted as a kind of "vertex-texture mapping" where the values of the [[texture map]] do not alter pixel colors (as is much more common), but instead change the position of vertices. Unlike bump, normal and parallax mapping, all of which can be said to "fake" the behavior of displacement mapping, in this way a genuinely ''rough'' surface can be produced from a texture. It has to be used in conjunction with adaptive [[tessellation]] techniques (that increases the number of rendered polygons according to current viewing settings) to produce highly detailed meshes.
==Further reading==▼
*[http://wiki.blender.org/index.php/Manual/Displacement_Maps Blender Displacement Mapping]▼
*[http://www.inf.ufrgs.br/%7Eoliveira/RTM.html Relief Texture Mapping] website▼
*[http://www.inf.ufrgs.br/%7Eoliveira/pubs_files/Policarpo_Oliveira_Comba_RTRM_I3D_2005.pdf ''Real-Time Relief Mapping on Arbitrary Polygonal Surfaces''] paper▼
*[http://www.inf.ufrgs.br/%7Eoliveira/pubs_files/Policarpo_Oliveira_RTM_multilayer_I3D2006.pdf ''Relief Mapping of Non-Height-Field Surface Details''] paper▼
*[http://graphics.cs.brown.edu/games/SteepParallax/index.html ''Steep Parallax Mapping''] website▼
*[http://www.iit.bme.hu/~szirmay/egdisfinal3.pdf ''State of the art of displacement mapping on the gpu''] paper▼
==See also==
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* [[Heightmap]]
* [[Sculpted prim]]
▲==Further reading==
▲*[http://wiki.blender.org/index.php/Manual/Displacement_Maps Blender Displacement Mapping]
▲*[http://www.inf.ufrgs.br/%7Eoliveira/RTM.html Relief Texture Mapping] website
▲*[http://www.inf.ufrgs.br/%7Eoliveira/pubs_files/Policarpo_Oliveira_Comba_RTRM_I3D_2005.pdf ''Real-Time Relief Mapping on Arbitrary Polygonal Surfaces''] paper
▲*[http://www.inf.ufrgs.br/%7Eoliveira/pubs_files/Policarpo_Oliveira_RTM_multilayer_I3D2006.pdf ''Relief Mapping of Non-Height-Field Surface Details''] paper
▲*[http://graphics.cs.brown.edu/games/SteepParallax/index.html ''Steep Parallax Mapping''] website
▲*[http://www.iit.bme.hu/~szirmay/egdisfinal3.pdf ''State of the art of displacement mapping on the gpu''] paper
[[Category:Texture mapping]]
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