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]
{{
cite web}}
: CS1 maint: archived copy as title (
link)
{{
cite web}}
: CS1 maint: archived copy as title (
link)