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]

References

  1. 1 2 Engel, Wolfgang F. (2005). ShaderX3: Advanced Rendering with DirectX and OpenGL. Charles River Media. ISBN 978-1-58450-357-6.
  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.{{cite web}}: CS1 maint: archived copy as title (link)
  3. http://www.siggraph.org/s2005/main.php?p=sketches&s=sketches3&f=conference
  4. "Computing - Buying Advice & Guides".
  5. "SDK Editions and Pricing | UNIGINE: Real-time 3D engine".
  6. "Crytek | CryENGINE2". Archived from the original on 2009-11-30. Retrieved 2009-12-10.
  7. "Crytek | MyCryENGINE". Archived from the original on 2009-10-17. Retrieved 2009-12-10.
  8. "Archived copy". Archived from the original on 2012-02-19. Retrieved 2008-11-29.{{cite web}}: CS1 maint: archived copy as title (link)
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