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Parallax occlusion mapping

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Parallax occlusion mapping is an enhancement of the parallax mapping technique. Parallax occlusion mapping is used to procedurally create 3d definition in textured surfaces, using a displacement map (similar to a topography map) instead of through the generation of new geometry.[1] This allows developers of 3D rendering applications to add 3d complexity in textures, which correctly change relative to perspective and with self occlusion in real time [self shadowing is additionally possible], without sacrificing the processor cycles required to create the same effect with geometry calculations.[2]

Parallax occlusion mapping was first published in 2004 by Zoe Brawley and Natalya Tatarchuk in ShaderX3.[1] Natalya Tatarchuk conducted presentations of the technology at SIGGRAPH in 2005.[3] It was used in ATI's 'Toy Shop Demo' to showcase the Radeon X1800's Ultra-Threaded SM 3.0 technology.[4] It is used in video games and rendering engines such as Unigine.[5] It has also been used to create stereoscopic images from single images.[6]

References

  1. ^ a b 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
  2. ^ Dynamic Parallax Occlusion Mapping with Approximate Soft Shadows - Tatarchuk http://ati.amd.com/developer/techreports/2006/I3D2006/Tatarchuk-POM-SI3D06.pdf
  3. ^ http://www.siggraph.org/s2005/main.php?p=sketches&s=sketches3&f=conference
  4. ^ http://www.trustedreviews.com/graphics/review/2005/10/05/ATI-Radeon-X1800-Preview/p2
  5. ^ http://unigine.com/products/unigine/
  6. ^ http://www.scalari.net/2008/04/22/generating-stereoscopic-images-with-parallax-occlusion-mapping/