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Parallax mapping
Parallax mapping
from Wikipedia
Parallax mapping with shadows

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. 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. Parallax mapping was introduced by Tomomichi Kaneko et al., in 2001.[1]

Parallax mapping is essentially a method by which rough or uneven surfaces on a 2D texture can be "pulled out" to take on the appearance of a 3D surface. Technically, this 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, giving the illusion of depth due to parallax effects as the view changes. This effect is commonly used for rendering windows in order to fake 3D interiors for example.

Parallax mapping, as described by Kaneko et al., 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]

Steep parallax mapping

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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 and parallax occlusion mapping are other common names 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.

See also

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References

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from Grokipedia
Parallax mapping is a technique that enhances the visual depth of textured surfaces on flat polygons by dynamically offsetting texture coordinates based on a and the viewer's direction, simulating to create the illusion of three-dimensional geometry without requiring additional vertices or . Introduced by and colleagues in , it builds upon by incorporating height information to adjust per-pixel sampling, allowing for real-time rendering of detailed surfaces such as rough stone or fabric on consumer hardware. The method typically operates in the fragment shader, where the view direction in is scaled by a height value from the to shift coordinates, often using a simple like u=u+tan(θ)depth(u,v)u' = u + \tan(\theta) \cdot \text{depth}(u,v), where θ\theta is the angle relative to the surface normal. While effective for smooth height fields and low computational cost—adding only a few shader instructions—parallax mapping can produce artifacts at steep viewing angles or with abrupt height changes, as it does not account for self-occlusions or intersections. To address these limitations, extensions such as steep parallax mapping, which employs multiple height samples along a ray, and (POM), introduced by Natalya Tatarchuk in 2006, incorporate through the height field for more accurate depth and shadow simulation. POM, in particular, enables perspective-correct parallax, soft self-shadowing, and adaptive level-of-detail for dynamic scenes, achieving high frame rates (e.g., over 100 fps on early 2000s GPUs) while supporting complex lighting models. These techniques remain widely used in real-time applications like video games and for efficient surface detailing.

Introduction

Definition

Parallax mapping is a technique that extends traditional bump or by simulating the geometric depth and motion parallax of uneven surfaces on a flat polygonal mesh. It achieves this by perturbing texture coordinates per according to the viewer's and a provided height field, thereby creating a view-dependent of raised or recessed details without requiring additional vertices or . Introduced as a method for detailed shape representation, it leverages per-pixel processing to enhance surface realism in rendering pipelines. At its core, parallax mapping employs a height map—a texture where each texel's intensity encodes relative surface depth—to determine the displacement magnitude for adjacent texture samples. This offset mimics the shifting appearance of surface features as the viewpoint changes, providing depth cues such as motion that alone cannot convey. The technique operates entirely in the fragment , preserving the efficiency of texture-based rendering while adding perceptual depth to low-polygon models, such as bricks or . The mathematical foundation relies on projecting the view direction onto the texture plane to compute the offset. In , the offset vector is derived as P=VxyVz×(h×s),\vec{P} = \frac{\vec{V}_{xy}}{\vec{V}_z} \times (h \times s),
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