Day10 - Texture Mapping Applications 2 Parallax Mapping...

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Texture Mapping Applications 2
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Parallax Mapping with Slope parallax mapping assumes that the surface is a single plane a better approximation surface is locally planar where the plane normal is given by the normal vector from the normal map
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Parallax Mapping with Slope point on approximating plane Kalos and T Umenhoffer, “Displacement mappingon the GPU-State of the art” )) , ( , , ( t s h t s
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Parallax Mapping with Slope equation of “eye” ray L Szirmay-Kalos and T Umenhoffer, “Displacement mapping on the GPU-State of the art” aV t s + ) 0 , , (
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Parallax Mapping with Slope intersection of ray and approximating plane L Szirmay-Kalos and T Umenhoffer, “Displacement mapping on the GPU-State of the art” ) , , ( ) ) 0 , , (( h t s N aV t s N = +
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Parallax Mapping with Slope solve for a then s’ and t’ tends to produce somewhat better results than ordinary parallax mapping ) , ( ) , ( ) , ( ) , ( ) , ( y x z y x z V V N h t s V V V N N h t s t s + + =
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Parallax Mapping the previous parallax mapping methods assume that the height field does not change rapidly if the height field changes rapidly then the computed offset texture coordinate will likely be incorrect
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Parallax Mapping the problem that needs to be solved is “what is the height map intersection nearest to the viewer?” this is a root finding problem
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Iterative Methods because height maps typically do not have simple functional forms, the intersection of the eye ray with the height field has to be solved numerically (with an iterative root finding method) iterative methods can be categorized as being unsafe or safe unsafe: an approximate intersection is found but not necessarily the one closest to the viewer safe: an approximate intersection is found and it is the one closest to the viewer
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This note was uploaded on 02/13/2012 for the course CSE 4431 taught by Professor Burton during the Winter '12 term at York University.

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Day10 - Texture Mapping Applications 2 Parallax Mapping...

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