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Parallax occlusion mapping
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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]

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]

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References

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  1. ^ a b 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. ^ "Sketches | Conference: SIGGRAPH 2005". Archived from the original on 2015-02-21. Retrieved 2008-11-29.
  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. ^ "Generating stereoscopic images with parallax occlusion mapping". Archived from the original on 2012-02-19. Retrieved 2008-11-29.