Parallax occlusion mapping
Parallax occlusion mapping (POM) 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 2005 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] CryEngine 2,[6] and CryEngine 3 and Unreal Engine 4.[7] It has also been used to create stereoscopic images from single images.[8]
External links
- A closer look at POM on gamedev.net
- Dachsbacher, C., Tatarchuk, N. Prism Parallax Occlusion Mapping with Accurate Silhouette Generation as a .pdf
- Dachsbacher, C., Tatarchuk, N. Prism Parallax Occlusion Mapping with Accurate Silhouette Generation as a .mov
- Parallax Occlusion Mapping in GLSL on sunandblackcat.com
References
- ↑ 1.0 1.1 Engel, Wolfgang F. (2005) (in en). ShaderX3: Advanced Rendering with DirectX and OpenGL. Charles River Media. ISBN 978-1-58450-357-6. https://books.google.com/books?id=DgMSb_10l7IC&dq=parallax+occlusion&pg=PA135.
- ↑ Dynamic Parallax Occlusion Mapping with Approximate Soft Shadows - Tatarchuk "Archived copy". Archived from the original on 2008-09-08. https://web.archive.org/web/20080908094405/http://ati.amd.com/developer/techreports/2006/I3D2006/Tatarchuk-POM-SI3D06.pdf. Retrieved 2008-11-29.
- ↑ http://www.siggraph.org/s2005/main.php?p=sketches&s=sketches3&f=conference
- ↑ "Computing - Buying Advice & Guides". http://www.trustedreviews.com/graphics/review/2005/10/05/ATI-Radeon-X1800-Preview/p2.
- ↑ "SDK Editions and Pricing | UNIGINE: Real-time 3D engine". http://unigine.com/products/unigine/.
- ↑ "Crytek | CryENGINE2". Archived from the original on 2009-11-30. https://web.archive.org/web/20091130224928/http://www.cryengine2.com/index.php?pnr=1&conid=2. Retrieved 2009-12-10.
- ↑ "Crytek | MyCryENGINE". Archived from the original on 2009-10-17. https://web.archive.org/web/20091017063147/http://www.mycryengine.com/index.php?conid=2. Retrieved 2009-12-10.
- ↑ "Archived copy". http://www.scalari.net/2008/04/22/generating-stereoscopic-images-with-parallax-occlusion-mapping/.
Original source: https://en.wikipedia.org/wiki/Parallax occlusion mapping.
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