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<!-- Deleted image removed: [[Image:ParallaxMapping.jpg|thumb|300px|right|Image:ParallaxMapping.jpg| Example of parallax mapping. The walls are [[Texture (visual arts)|texture]]d with parallax maps. Screenshot taken from one of the base examples of the [[open source]] [[Irrlicht Engine|Irrlicht 3d engine]].]] -->
'''Parallax mapping''' (also called '''offset mapping''' or '''virtual displacement mapping''') is an enhancement of the [[bump mapping]] or [[normal mapping]] techniques applied to textures in 3D [[rendering (computer graphics)|rendering]] applications such as [[video game]]s. To the end user, this means that [[texture mapping|textures]] such as [[stone
Parallax mapping is implemented by displacing the [[texture
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://ati.amd.com/developer/SIGGRAPH05/Tatarchuk-ParallaxOcclusionMapping-Sketch-print.pdf Practical Dynamic Parallax Occlusion Mapping] Siggraph presentations</ref>
==Steep parallax mapping==
'''Steep parallax mapping''' is one name for the class of algorithms that trace rays against
'''Interval mapping''' improves on the usual binary search done in relief mapping by creating a line between known inside and outside points and choosing the next sample point by intersecting this line with a ray, rather than using the midpoint as in a traditional binary search.
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