In cartography, relief mapping, or shaded relief, is a technique of displaying 3D terrain shape by simulating shadows formed by a single light source shining obliquely onto a 3D surface.
In computer graphics, relief mapping is an alternative texture mapping technique to parallax mapping that is much more accurate, and can support self-shadowing and normal mapping. Computer graphics are Graphics created by Computers and more generally the Representation and Manipulation of Pictorial Data Texture mapping is a method for adding detail surface texture or colour to a computer-generated graphic or 3D model. Parallax mapping (also called offset mapping or virtual displacement mapping) is an enhancement of the Bump mapping or Normal mapping techniques Self-Shadowing is a Computer graphics Lighting effect used in 3D Rendering applications such as Computer animation and In 3D computer graphics, normal mapping is an application of the technique known as Bump mapping. It can be quite simply described as a short-distance raytrace done on a pixel shader; various techniques can be implemented to speed up the raytrace by taking variable step sizes. In physics ray tracing is a method for calculating the path of Waves or Particles through a system with regions of varying propagation Velocity, absorption A pixel shader is a shader program often executed on a Graphics processing unit.
Relief texture mapping supports the representation of 3D surface detail, producing self-occlusion, self-shadowing, view-motion parallax, and silhouettes. 3D computer graphics (in contrast to 2D computer graphics) are graphics that use a three-dimensional representation of geometric data that is stored in the computer Self-Shadowing is a Computer graphics Lighting effect used in 3D Rendering applications such as Computer animation and A silhouette is a view of some object or scene consisting of the outline and a featureless interior with the silhouette usually being black This technique produces correct views of 3D surfaces and scenes by augmenting textures with per texel depth. A texel, or tex ture el ement (also tex ture pi' xel) is the fundamental unit of texture space used in Computer graphics
It is not yet common in video games, as it is a rather slow technique due to the need for a large amount of per-pixel processing. A video game is a Game that involves interaction with a User interface to generate visual feedback on a video device. Crysis has a similar feature, known as Parallax Occlusion Mapping. CRYSIS is an acronym for CRY ogenic S tockholm I on S ource CRYSIS is an Ion source of EBIS type and is located in Stockholm
Cartography
Computer Graphics