Parallax occlusion mapping: Difference between revisions

Content deleted Content added
m WP:GenFixes (page/s, – —, &nbsp, etc.), typos, -ed., ref cleanup, parse authN/edN, cmn/reflist|2/3 (depr.)->30/20em using AWB
Line 1:
'''Parallax occlusion mapping''' (POM) is an enhancement of the [[parallax mapping]] technique. Parallax occlusion mapping is used to [[Procedural_generationProcedural generation|procedurally]] create 3D definition in textured surfaces, using a [[displacement map]] (similar to a topography map) instead of through the generation of new geometry.<ref name="Original Document">Brawley, Z., and Tatarchuk, N. 2004. Parallax Occlusion Mapping: Self-Shadowing, Perspective-Correct Bump Mapping Using Reverse Height Map Tracing. In ShaderX3: Advanced Rendering with DirectX and OpenGL, Engel, W., Ed., Charles River Media, pp. 135-154. http://books.google.ca/books?id=DgMSb_10l7IC&pg=PA135&dq=parallax+occlusion</ref> This allows developers of [[3D_computer_graphics3D computer graphics|3D]] rendering applications to add 3D complexity in [[Texture_mappingTexture mapping|textures]], which correctly change relative to [[Perspective_Perspective (visual)|perspective]] and with self [[Hidden surface determination|occlusion]] in [[Real-time_computer_graphicstime computer graphics|real time]] ([[self-shadowing]] is additionally possible), without sacrificing the [[Graphics_processing_unitGraphics processing unit|processor]] cycles required to create the same effect with geometry calculations.<ref>Dynamic Parallax Occlusion Mapping with Approximate Soft Shadows - Tatarchuk
http://ati.amd.com/developer/techreports/2006/I3D2006/Tatarchuk-POM-SI3D06.pdf</ref>
 
Parallax occlusion mapping was first published in 2004 by Zoe Brawley and Natalya Tatarchuk in ShaderX3.<ref name="Original Document"/> Natalya Tatarchuk conducted presentations of the technology at [[SIGGRAPH]] in 2005.<ref>http://www.siggraph.org/s2005/main.php?p=sketches&s=sketches3&f=conference</ref> It was used in [[ATI Technologies|ATI]]'s 'Toy Shop Demo' to showcase the [[Radeon X1800]]'s Ultra-Threaded SM 3.0 technology.<ref>http://www.trustedreviews.com/graphics/review/2005/10/05/ATI-Radeon-X1800-Preview/p2</ref> It is used in video games and rendering engines such as [[Unigine]],<ref>http://unigine.com/products/unigine/</ref> [[CryEngine 2]],<ref>http://www.cryengine2.com/index.php?pnr=1&conid=2</ref> and [[CryEngine 3]].<ref>http://mycryengine.com/index.php?conid=2</ref> It has also been used to create [[Stereoscopy|stereoscopic]] images from single images.<ref>http://www.scalari.net/2008/04/22/generating-stereoscopic-images-with-parallax-occlusion-mapping/</ref>
 
== External links ==
Line 11:
 
==References==
{{Reflist}}
<references/>
 
[[Category:Texture mapping]]