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Relief mapping (computer graphics)

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In computer graphics, relief mapping is a texture mapping technique first introduced in 2000[1] used to render the surface details of three-dimensional objects accurately and efficiently.[2] It can produce accurate depictions of self-occlusion, self-shadowing, and parallax.[3] It is a form of short-distance ray tracing done in a pixel shader.[citation needed] Relief mapping is highly comparable in both function and approach to another displacement texture mapping technique, Parallax occlusion mapping, considering that they both rely on ray tracing, though the two are not to be confused with each other, as parallax occlusion mapping uses reverse heightmap tracing.

See also

References

  1. ^ Oliveira, Manuel M. and Bishop, Gary and McAllister, David (2000). "'Relief Texture Mapping'". Proceedings of the 27th Annual Conference on Computer Graphics and Interactive Techniques: 359–368.{{cite journal}}: CS1 maint: multiple names: authors list (link)
  2. ^ Policarpo, F., Oliveira, M. M., Comba, J. L. D. (2005). "'Real-time relief mapping on arbitrary polygonal surfaces'" (PDF). Proceedings of the 2005 Symposium on Interactive 3D Graphics and Games: 155–162.{{cite journal}}: CS1 maint: multiple names: authors list (link)
  3. ^ Policarpo, F., Oliveira, M. M. (2006). "'Relief Mapping of Non-Height-Field Surface Details" (PDF). Proceedings of the 2006 symposium on Interactive 3D graphics and games. Retrieved 18 February 2011.{{cite journal}}: CS1 maint: multiple names: authors list (link)