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Displacement mapping is an alternative computer graphics technique in contrast to bump, normal, and parallax mapping, using a 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 normal, according to the value the texture function evaluates to at each point on the surface. [1]
Parallax mapping with shadows. 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 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]
A texture map (left). The corresponding normal map in tangent space (center). The normal map applied to a sphere in object space (right). Normal map reuse is made possible by encoding maps in tangent space. The tangent space is a vector space, which is tangent to the model's surface. The coordinate system varies smoothly (based on the ...
Multiple texture maps (or channels) may be combined for control over specularity, normals, displacement, or subsurface scattering e.g. for skin rendering. Multiple texture images may be combined in texture atlases or array textures to reduce state changes for modern hardware. (They may be considered a modern evolution of tile map graphics).
An example is the linear map that takes any point with coordinates (,) to the point (+,). In this case, the displacement is horizontal by a factor of 2 where the fixed line is the x-axis, and the signed distance is the y-coordinate. Note that points on opposite sides of the reference line are displaced in opposite directions.
Silo 2, released in August 2007, added a high-polygon sculpting mode for creating normal maps and displacement maps, as well as improved texture mapping tools and scene management tools. Version 2.1 was released on August 13, 2008.
Nodal-based shader editor system for applying shaders and texture maps to models. Animation control of parameters is available through messiah's expression system. Multithreaded 64 bit rendering, supporting multiple core processors. Subpoly displacement, allowing for high detail displacement mapping of models using data from programs such as ...