Parallax occlusion mapping

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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 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] CryEngine 2,[6] and CryEngine 3.[7] It has also been used to create stereoscopic images from single images.[8]

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References[edit]

  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. https://books.google.com/books?id=DgMSb_10l7IC&pg=PA135&dq=parallax+occlusion
  2. ^ Dynamic Parallax Occlusion Mapping with Approximate Soft Shadows - Tatarchuk "Archived copy" (PDF). Archived from the original (PDF) on 2008-09-08. Retrieved 2008-11-29.
  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. ^ "Archived copy". Archived from the original on 2009-11-30. Retrieved 2009-12-10.
  7. ^ "Archived copy". Archived from the original on 2009-10-17. Retrieved 2009-12-10.
  8. ^ http://www.scalari.net/2008/04/22/generating-stereoscopic-images-with-parallax-occlusion-mapping/