Parallax Occlusion

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Uploaded by on Sep 28, 2007

Parallax occlusion (height mapping) with normal mapping (the normal to the plane, not the normal to life) and the specular attenuation turned fairly far down.

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Film & Animation

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Standard YouTube License

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  • Same here <3

    When I first saw it on the 360, I didn't even know shaders existed

    Also, am I the only one that finds the music strangely fitting for a tech demo? xD

  • um, u can't "fix" the corner on anything with a parallax map. that's normal. this is obviously for demonstration purposes.

    anyway, How many samples is that? i see no stacking at all. looks good.

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All Comments (19)

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  • This music makes me think of Monkey Island..

  • @psychosavant Someone already did it. In fact, it's to the right of the vid.

  • @LordHines420

    I remember the first time is saw parallax mapping was in a tech forum about 10 years ago now. Someone had written a white paper on the idea and when the code was written, people in the forums began writing additional code that would allow for the displaced pixels to continue being drawn even if it went outside the edge of the triangle. So yes, it CAN be fixed. The question is "How?"

  • it like a hologram shader. looks 3d buts its flat

  • this.music + this.demo = BEST

  • without this every little crack in a wall on a game would have to be a 3d model this is so much faster, they also use this in grand theft auto 4

  • To be honest, I dislike the comments putting it down as 'fakery'. Because it truly is 3D. And using gl_FragDepth it is very possibly to make polygon geometry intersect realistically with a parallax surface if you do some extra work.

    Otherwise, to be honest, polygons are just as fake. Polygons are 3D on your 2D screen. Having a 3D texture on a 2D surface which is 3D on a 2D screen. Well in reality it is all 2D in the end?

  • Ow. So its called Parallax Occlusion. I did not know what it is and how its made when I seen in ending of my fav. anime. Good example (im sure You could do better ^^ ) but its good.

  • Diplacement mapping does ACTUAL surface deformations to achieve the bump effects. Parallax mapping just changes the coordinates of pixels on a texture so it looks like it's 3d

  • This technique only changes the texture to make it appear as if there is more detail, whereas displacement mapping actually DOES add/modify polygons and DOES add detail. Basically, this technique is "fakery", whereas displacement is true polygon modification.

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