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Parallax Occlusion Mapping with Soft Shadows

Parallax Occlusion Mapping with Soft Shadows. CSCI580: 3-D Graphics and Rendering. Bump Mapping. A Perturbation to the surface normal is looked up in a texture map. The change is then applied before the illumination calculation is done. Pros : Richer, more realistic and detailed surface

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Parallax Occlusion Mapping with Soft Shadows

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  1. Parallax Occlusion Mapping with Soft Shadows CSCI580: 3-D Graphics and Rendering

  2. Bump Mapping • A Perturbation to the surface normal is looked up in a texture map. • The change is then applied before the illumination calculation is done. • Pros : Richer, more realistic and detailed surface • Cons : Does not exhibit parallax and self shadowing.

  3. Normal Mapping • Illusion of bumps and dents without using a high number of polygons. • A 3 channel bitmap containing surface normal data is called a normal map. • The RGB channels of the map represent the X,Y,Z values of the normal vector. • These values are used as normals for a given pixel.

  4. Parallax Mapping – An Introduction • Also known as offset mapping • An enhancement of the bump mapping or normal mapping techniques • Textures appear to have more depth and realism with less impact on performance. • Displays motion parallax.

  5. Parallax Displacement δ View Ray Polygonal Surface (u’, v’) (u, v) 0.0 Input Texture coordinate Texture coordinate offset Result of Normal Mapping Extruded Surface Displaced point on surface 1.0

  6. Parallax Occlusion Mapping

  7. Soft Shadows • In the algorithm, we continue sampling the height field along the light ray past the first shadowing horizon • until we reach the next fully visible point on the surface. • Then we filter the resulting visibility samples to compute soft shadows with smooth edges.

  8. Parallax Occlusion Mapping with Soft Shadows

  9. Wikipedia - http://en.wikipedia.org/wiki/Parallax_mapping • GameDev.net - http://www.gamedev.net/columns/hardcore/pom/ • Practical Dynamic Parallax Occlusion Mapping by Natalya Tatarchuk  - • http://ati.amd.com/developer/techreports/2005/SIGGRAPH2005/Tatarchuk-ParallaxOcclusionMapping-Sketch-SIG05-Slides.pdf • fxComposer by Nvidia • GamePipe Game Engine by GamePipe Labs, USC • http://www.bencloward.com/tutorials_normal_maps1.shtml References

  10. ? Balaji R | Jackie K | Karan S | Sahil R | Virendra K

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