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OpenGL_S3D_ParallaxOcclusionMapping_HSBS_JOGL

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Published on Apr 13, 2013

Currently experimenting with stereoscopic rendering and different methods for calculating the stereo pairs. The most simple method I guess is 'Toe-in' stereoscopy, where the camera has a fixed and symmetric aperture, and each camera is pointed at a single focal point. The downside of this method is the introduction of a vertical parallax, which generally causes discomfort while viewing. Anyway good enough for a first shot ...

Another port I've made is the "Parallax Occlusion Bumpmapping" routine, which uses a diffuse-, normal, specular and heightmap to approximate realistic surface material features.

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