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Parallax occlusion mapping : ウィキペディア英語版
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.〔Brawley, Z., and Tatarchuk, N. 2004. Parallax Occlusion Mapping: Self-Shadowing, Perspective-Correct Bump Mapping Using Reverse Height Map Tracing. In ShaderX3: Advanced Rendering with DirectX and OpenGL, Engel, W., Ed., Charles River Media, pp. 135-154. http://books.google.ca/books?id=DgMSb_10l7IC&pg=PA135&dq=parallax+occlusion〕 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.〔Dynamic Parallax Occlusion Mapping with Approximate Soft Shadows - Tatarchuk
http://ati.amd.com/developer/techreports/2006/I3D2006/Tatarchuk-POM-SI3D06.pdf〕
Parallax occlusion mapping was first published in 2004 by Zoe Brawley and Natalya Tatarchuk in ShaderX3.〔 Natalya Tatarchuk conducted presentations of the technology at SIGGRAPH in 2005.〔http://www.siggraph.org/s2005/main.php?p=sketches&s=sketches3&f=conference〕 It was used in ATI's 'Toy Shop Demo' to showcase the Radeon X1800's Ultra-Threaded SM 3.0 technology.〔http://www.trustedreviews.com/graphics/review/2005/10/05/ATI-Radeon-X1800-Preview/p2〕 It is used in video games and rendering engines such as Unigine,〔http://unigine.com/products/unigine/〕 CryEngine 2,〔http://www.cryengine2.com/index.php?pnr=1&conid=2〕 and CryEngine 3.〔http://mycryengine.com/index.php?conid=2〕 It has also been used to create stereoscopic images from single images.〔http://www.scalari.net/2008/04/22/generating-stereoscopic-images-with-parallax-occlusion-mapping/〕
== External links ==

* (A closer look at POM on gamedev.net )
* (Dachsbacher, C., Tatarchuk, N. Prism Parallax Occlusion Mapping with Accurate Silhouette Generation as a .pdf )
*(Dachsbacher, C., Tatarchuk, N. Prism Parallax Occlusion Mapping with Accurate Silhouette Generation as a .mov )
* (Parallax Occlusion Mapping in GLSL on sunandblackcat.com )

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
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