An implementation of steep parallax mapping

Philippe David
May, 2006


Introduction

Parallax mapping is a technique to fake displacement mapping without moving vertices but texture coordinates instead. Some details can be found on wikipedia (Parallax_mapping)
I chosed to implement a particular technique described here called Steep parallax mapping.

Starting point

The webpage about steep parallax mapping provides some information about how this technique compares to other similar ones, but no real detail about how to implement it. A shader is provided at the end but I found that it was not really working, and considered it as the exalanation about how this technique works. A mention in the page says "We'll post fully optimized shaders with all features later.", but one year later it was not done so I tought this was a nice starting point to try to do something similar without having the full solution on hand.

What I did

I did mainly four things in this project:

Screenshot:

Difference between approximation (on the left) and steep parallax with self shadowing (on the right) using a large bump scale.

Source code

Here is the source code for this project. Feel free using it and let me know if it was useful
source