File:Bumpmapping-ParallaxOcclusionMapping-steepAngle.MaxDZ8.png
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[edit]DescriptionBumpmapping-ParallaxOcclusionMapping-steepAngle.MaxDZ8.png |
Parallax occlusion mapping (as proposed by Tatarchuk, 2006) extends steep parallax mapping by doing a linear interpolation on hit sample, assuming the heightfield as a straight line. Although this does not hold true for very steep angles (as the hit ray do approach parallelism and thus may go over whole texels at once), it provides very good improvement for a minimal speed cost. Notice 'texture bleeding' on the far end of the quad again. This is really a inherent problem with those kind of approaches. Skybox by Sock (http://www.planetquake.com/simland). |
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Source | Own work |
Author | MaxDZ8, see english wiki. |
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Do whatever you want with it. |
Other versions | Additional files in the form of Bumpmapping-<technique>[-steepAngle].MaxDZ8.png |
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I, the copyright holder of this work, release this work into the public domain. This applies worldwide. In some countries this may not be legally possible; if so: I grant anyone the right to use this work for any purpose, without any conditions, unless such conditions are required by law. |
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current | 10:00, 31 August 2006 | 700 × 700 (398 KB) | MaxDZ8 (talk | contribs) | {{Information |Description=Parallax occlusion mapping (as proposed by Tatarchuk, 2006) extends steep parallax mapping by doing a linear interpolation on hit sample, assuming the heightfield as a straight line. Although this does not hold true for very ste |
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