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] Standard parallax occlusion mapping changes apparent interior surface detail but does not change the underlying mesh silhouette,[3] and later work such as prism parallax occlusion mapping targeted accurate silhouette generation.[4]

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.[5] It was used in ATI's 'Toy Shop Demo' to showcase the Radeon X1800's Ultra-Threaded SM 3.0 technology.[6] It is used in video games and rendering engines such as Unigine,[7] CryEngine 2,[8] and CryEngine 3 and Unreal Engine 4.[9] It has also been used to create stereoscopic images from single images.[10]

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. ↑ "Unknown" (PDF). Archived from the original (PDF) on September 8, 2008.
  3. ↑ "Chapter 4. Next-Generation SpeedTree Rendering".
  4. ↑ "Prism Parallax Occlusion Mapping with Accurate Silhouette Generation" (PDF).
  5. ↑ "Sketches | Conference: SIGGRAPH 2005". Archived from the original on 2015-02-21. Retrieved 2008-11-29.
  6. ↑ "Computing - Buying Advice & Guides".
  7. ↑ "SDK Editions and Pricing | UNIGINE: Real-time 3D engine".
  8. ↑ "Crytek | CryENGINE2". Archived from the original on 2009-11-30. Retrieved 2009-12-10.
  9. ↑ "Crytek | MyCryENGINE". Archived from the original on 2009-10-17. Retrieved 2009-12-10.
  10. ↑ "Generating stereoscopic images with parallax occlusion mapping". Archived from the original on 2012-02-19. Retrieved 2008-11-29.