Parallax mapping, as described by Kaneko et al., is a single step process that does not account for occlusion. This effect is commonly used for rendering windows in order to fake 3D interiors for example. At steeper view-angles, the texture coordinates are displaced more, giving the illusion of depth due to parallax effects as the view changes. Parallax mapping is implemented by displacing the texture coordinates at a point on the rendered polygon by a function of the view angle in tangent space (the angle relative to the surface normal) and the value of the height map at that point. Parallax mapping was introduced by Tomomichi Kaneko et al., in 2001. To the end user, this means that textures such as stone walls will have more apparent depth and thus greater realism with less of an influence on the performance of the simulation. 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. Texture mapping technique Parallax mapping with shadows
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