Relief mapping (computer graphics)
![]() | This article may be too technical for most readers to understand.(June 2007) |
In computer graphics, relief mapping is an texture mapping technique used to render the surface details of three dimensional objects accurately and efficiently.[1] It can produce accurate depictions of self-occlusion, self-shadowing, and parallax.[2] It is as form of short-distance raytrace done on a pixel shader.[citation needed]
Recently Pamplona et al.[3] published a new technique which animates relief impostors, billboards with normal mapping, displacement maps, or any other texture-based resolution-independent representation. The animation is encoded using an RBF representation, which is saved into a texture. At runtime, the RBF texture is used to warp the relief texture on the GPU producing the desired animation. The proposed technique preserves the relief-impostor properties, allowing the viewer to observe changes in occlusion and parallax during the animation. It can be used produce real-time realistic animations of live and moving objects undergoing repetitive motions.
See also
- Shaded relief, a cartographic technique that portrays terrain by using simulated shadows
- Bump mapping
- Normal mapping
- Parallax mapping
References
- ^ Proceedings of the 2005 Symposium on Interactive 3D Graphics and Games: 155–162. 2005 http://www.inf.ufrgs.br/~comba/papers/2005/rtrm-i3d05.pdf.
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suggested) (help) - ^ Pamplona, Vitor; Oliveira, Manuel M.; Nedel, Luciana P.. Animating Relief Impostors Using Radial Basis Functions Textures. In: Scott Jacobs (ed.) Game Programming Gems 7. Charles River Media, Inc., Hingham, Massachusetts, 2008, (ISBN 978-1-58450-527-3). pp. 401-412. (See the video: http://www.vimeo.com/1776230)