When would you use parallax occlusion mapping?

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.

How does parallax occlusion mapping work?

Parallax occlusion mapping is a technique that reduces a geometric model’s complexity by encoding surface detail information in a texture. When the model is rendered, the surface details are reconstructed in the pixel shader from the height-map texture information.

Is parallax occlusion mapping expensive?

Overview. Parallax Occlusion Mapping (POM) and Offset Bump Mapping (OBM) are similar to how Tessellation and Displacement is setup but not quite as expensive. As a result it can be considered for use more often but due to the way in which it works POM will not always be suitable for every situation (exampled below).

How does a displacement map work?

Displacement mapping is an alternative computer graphics technique in contrast to bump mapping, normal mapping, and parallax mapping, using a (procedural-) texture- or height map to cause an effect where the actual geometric position of points over the textured surface are displaced, often along the local surface …

What is parallax in GPU?

Q What is the parallax (POM) GPU benchmark? A A measure of a GPUs ability to render detailed surfaces with shadows via POM. This benchmark measures a GPUs ability to perform parallax occlusion mapping which employs per-pixel ray-tracing for dynamic lighting of surfaces in real-time.

What does Parallax Mapping do?

Parallax mapping is a technique for real-time approximation of displacement mapping, sometimes called “virtual displacement mapping.” Each pixel’s texture coordinates are adjusted at render-time to create an illusion of depth as the viewer’s eye moves across a scene.

What is water parallax mapping?

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. Parallax mapping described by Kaneko is a single step process that does not account for occlusion.

What is the difference between a normal map and a displacement map?

They are used in the same way as normal maps, except they only contain height information and not angle information. Displacement maps are sometimes used to change the location of actual vertices in a mesh. Normal Maps, on the other hand, do not contain any height information whatsoever.

When would you use a displacement map?

When to use a displacement map Displacement maps are a hugely powerful technique as they can intuitively allow model detail to be added with a simple greyscale image. A perfect example is when they are used as a simple method of creating the height data for a landscape.

How does dynamic parallax occlusion mapping with approximate soft self shadow?

Parallax Occlusion Mapping ƒPer-pixel ray tracing of a height field in tangent space ƒCorrectly handles complicated viewing phenomena and surface details ƒDisplays motion parallax ƒRenders complex geometric surfaces such as displaced text / sharp objects ƒCalculates occlusion and filters visibility samples for soft self-shadowing

How is parallax occlusion mapping used in GPU?

Parallax Occlusion Mapping ƒIntroduced in [Browley04] “Self-Shadowing, Perspective-Correct Bump Mapping Using Reverse Height Map Tracing” ƒEfficiently utilizes programmable GPU pipeline for interactive rendering rates ƒCurrent algorithm has several significant improvements over the earlier technique

How to do dynamic parallax mapping with offset limiting?

ƒParallax mapping with offset limiting [Welsh03] ƒHardware Accelerated Per-Pixel Displacement Mapping [Hirche04] Real-Time Relief Mapping [Policarpo05] ƒSimilar idea to one presented here ƒPer-pixel ray tracing to arrive at displaced point on the extruded surface

How to interpolate parallax offset in rasterizer?

ƒInterpolated by the rasterizer Implementation: Per-Pixel ƒRay-cast the view ray along the parallax offset vector ƒRay – height field profile intersection as a texture offset ƒYields the correct displaced point visible from the given view angle