Parallax mapping (also called offset mapping or virtual displacement mapping) is an enhancement of the bump mapping or normal mapping techniques applied to textures in 3D rendering applications such as video games. ' Bump mapping' is a Computer graphics technique where at each Pixel, a perturbation to the Surface normal of the object being rendered is In 3D computer graphics, normal mapping is an application of the technique known as Bump mapping. Rendering is the process of generating an image from a model, by means of computer programs A video game is a Game that involves interaction with a User interface to generate visual feedback on a video device. To the end user, this means that textures such as stone walls, will have more apparent depth and thus greater realism with less of an influence on the performance of the simulation. Texture mapping is a method for adding detail surface texture or colour to a computer-generated graphic or 3D model. Parallax mapping was introduced by Tomomichi Kaneko et al[1] in 2001. Year 2001 ( MMI) was a Common year starting on Monday according to the Gregorian calendar.
Parallax mapping is implemented by displacing the texture coordinates at a point on the rendered polygon by a function of the view angle in tangent space (the angle relative to the surface normal) and the value of the height map at that point. At steeper view angles the texture coordinates are displaced more, and so give the illusion of depth due to parallax effects as the view changes. Parallax is an apparent displacement or difference of orientation of an object viewed along two different lines of sight and is measured by the angle or semi-angle of inclination between
Parallax mapping described by Kaneko is a single step process that does not account for occlusion. Subsequent enhancements have been made to the algorithm incorporating iterative approaches to allow for occlusion and accurate silhouette rendering[2].
Contents |
Steep parallax mapping is one name for the class of algorithms that trace rays against heightfields. The idea is to walk along a ray that has entered the heightfield's volume, finding the intersection point of the ray with the heightfield. This closest intersection is what part of the heightfield is truly visible. Relief mapping is another common name for these techniques.
Interval mapping improves on the usual binary search done in relief mapping by creating a line between known inside and outside points and choosing the next sample point by intersecting this line with a ray, rather than using the midpoint as in a traditional binary search.
Here is a list of video games that feature parallax mapping. Only seventh generation video game consoles and high-end PC's are capable of rendering parallax mapping in-game, so all of the following games are considered 'next-gen' games.